enhance: inherit team access for all units (#38938)

Admin and write team authorize now grant that mode on every unit,
including units added later, instead of only rows present in
`team_unit`. Granular teams keep `authorize=none` and explicit unit
rows.

Closes the `TEAM-UNIT-PERMISSION` design gap from
https://github.com/go-gitea/gitea/pull/34128.

Maybe also fix #15962 (actually maybe it had been fixed before, the root
cause is out-of-sync "access" table)


## Screenshots

only writing selected:
<img width="1399" height="1007" alt="image"
src="https://github.com/user-attachments/assets/1d1b4c49-a59a-47b6-998f-0464a067395b"
/>


_Created with the help of AI_

---------

Co-authored-by: wxiaoguang <wxiaoguang@gmail.com>
This commit is contained in:
bircni
2026-08-17 22:30:24 +02:00
committed by GitHub
parent 1cf904f101
commit ed4a23e893
43 changed files with 305 additions and 375 deletions
+14 -24
View File
@@ -149,29 +149,14 @@ func (t *Team) LoadUnits(ctx context.Context) (err error) {
return err
}
// GetUnitNames returns the team units names
func (t *Team) GetUnitNames() (res []string) {
if t.HasAdminAccess() {
return unit.AllUnitKeyNames()
}
for _, u := range t.Units {
res = append(res, unit.Units[u.Type].NameKey)
}
return res
}
// GetUnitsMap returns the team units permissions
func (t *Team) GetUnitsMap() map[string]string {
if len(t.Units) == 0 {
return nil
}
m := make(map[string]string)
if t.HasAdminAccess() {
for _, u := range unit.Units {
m[u.NameKey] = t.AccessMode.ToString()
}
} else {
for _, u := range t.Units {
m[u.Unit().NameKey] = u.AccessMode.ToString()
}
for _, u := range t.Units {
m[u.Unit().NameKey] = u.AccessMode.ToString()
}
return m
}
@@ -214,16 +199,21 @@ func (t *Team) UnitAccessMode(ctx context.Context, tp unit.Type) perm.AccessMode
return accessMode
}
func (t *Team) UnitAccessModeEx(ctx context.Context, tp unit.Type) (accessMode perm.AccessMode, exist bool) {
func (t *Team) UnitAccessModeEx(ctx context.Context, tp unit.Type) (mode perm.AccessMode, exist bool) {
if err := t.LoadUnits(ctx); err != nil {
log.Warn("Error loading team (ID: %d) units: %s", t.ID, err.Error())
log.Error("Error loading team (ID: %d) units: %v", t.ID, err)
}
for _, u := range t.Units {
if u.Type == tp {
return u.AccessMode, true
mode, exist = u.AccessMode, true
break
}
}
return perm.AccessModeNone, false
mode = max(mode, t.AccessMode)
if unitDef, ok := unit.Units[tp]; ok {
mode = min(mode, unitDef.MaxPerm())
}
return mode, exist || t.AccessMode > perm.AccessModeNone
}
// IsUsableTeamName tests if a name could be as team name