Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
commit
0080c3b1f4
|
@ -781,7 +781,7 @@ namespace OpenSim.Data.Tests
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// Ownership changes when you drop an object into an object
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// owned by someone else
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Assert.That(t.OwnerID,Is.EqualTo(sog.RootPart.OwnerID), "Assert.That(t.OwnerID,Is.EqualTo(sog.RootPart.OwnerID))");
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Assert.That(t.CurrentPermissions, Is.EqualTo(curperm | 8), "Assert.That(t.CurrentPermissions, Is.EqualTo(curperm | 8))");
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Assert.That(t.CurrentPermissions, Is.EqualTo(curperm | 16), "Assert.That(t.CurrentPermissions, Is.EqualTo(curperm | 8))");
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Assert.That(t.ParentID,Is.EqualTo(sog.RootPart.FolderID), "Assert.That(t.ParentID,Is.EqualTo(sog.RootPart.FolderID))");
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Assert.That(t.ParentPartID,Is.EqualTo(sog.RootPart.UUID), "Assert.That(t.ParentPartID,Is.EqualTo(sog.RootPart.UUID))");
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}
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@ -381,12 +381,27 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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if ((nextPerms & (uint)PermissionMask.Modify) == 0)
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perms &= ~(uint)PermissionMask.Modify;
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// Make sure all bits but the ones we want are clear
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// on take.
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// This will be applied to the current perms, so
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// it will do what we want.
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objectGroup.RootPart.NextOwnerMask &=
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((uint)PermissionMask.Copy |
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(uint)PermissionMask.Transfer |
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(uint)PermissionMask.Modify);
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objectGroup.RootPart.NextOwnerMask |=
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(uint)PermissionMask.Move;
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item.BasePermissions = perms & objectGroup.RootPart.NextOwnerMask;
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item.CurrentPermissions = item.BasePermissions;
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item.NextPermissions = objectGroup.RootPart.NextOwnerMask;
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item.EveryOnePermissions = objectGroup.RootPart.EveryoneMask & objectGroup.RootPart.NextOwnerMask;
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item.GroupPermissions = objectGroup.RootPart.GroupMask & objectGroup.RootPart.NextOwnerMask;
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item.CurrentPermissions |= 8; // Slam!
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// Magic number badness. Maybe this deserves an enum.
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// bit 4 (16) is the "Slam" bit, it means treat as passed
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// and apply next owner perms on rez
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item.CurrentPermissions |= 16; // Slam!
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}
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else
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{
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@ -396,7 +411,12 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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item.EveryOnePermissions = objectGroup.RootPart.EveryoneMask;
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item.GroupPermissions = objectGroup.RootPart.GroupMask;
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item.CurrentPermissions |= 8; // Slam!
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item.CurrentPermissions &=
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((uint)PermissionMask.Copy |
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(uint)PermissionMask.Transfer |
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(uint)PermissionMask.Modify |
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(uint)PermissionMask.Move |
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7); // Preserve folded permissions
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}
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// TODO: add the new fields (Flags, Sale info, etc)
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@ -499,6 +519,12 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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group.RootPart.FromFolderID = item.Folder;
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// If it's rezzed in world, select it. Much easier to
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// find small items.
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//
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if (!attachment)
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group.RootPart.CreateSelected = true;
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if (!m_Scene.Permissions.CanRezObject(
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group.Children.Count, remoteClient.AgentId, pos)
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&& !attachment)
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@ -571,15 +597,13 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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List<SceneObjectPart> partList = new List<SceneObjectPart>(group.Children.Values);
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group.SetGroup(remoteClient.ActiveGroupId, remoteClient);
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if (rootPart.OwnerID != item.Owner)
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if ((rootPart.OwnerID != item.Owner) || (item.CurrentPermissions & 16) != 0)
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{
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//Need to kill the for sale here
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rootPart.ObjectSaleType = 0;
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rootPart.SalePrice = 10;
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if (m_Scene.Permissions.PropagatePermissions())
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{
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if ((item.CurrentPermissions & 8) != 0)
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{
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foreach (SceneObjectPart part in partList)
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{
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@ -587,7 +611,6 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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part.NextOwnerMask = item.NextPermissions;
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part.GroupMask = 0; // DO NOT propagate here
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}
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}
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group.ApplyNextOwnerPermissions();
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}
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@ -595,19 +618,15 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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foreach (SceneObjectPart part in partList)
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{
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if (part.OwnerID != item.Owner)
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if ((part.OwnerID != item.Owner) || (item.CurrentPermissions & 16) != 0)
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{
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part.LastOwnerID = part.OwnerID;
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part.OwnerID = item.Owner;
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part.Inventory.ChangeInventoryOwner(item.Owner);
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}
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else if (((item.CurrentPermissions & 8) != 0) && (!attachment)) // Slam!
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{
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part.EveryoneMask = item.EveryOnePermissions;
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part.NextOwnerMask = item.NextPermissions;
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part.GroupMask = 0; // DO NOT propagate here
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}
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part.EveryoneMask = item.EveryOnePermissions;
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part.NextOwnerMask = item.NextPermissions;
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}
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rootPart.TrimPermissions();
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@ -253,7 +253,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory
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public InventoryFolderBase GetRootFolder(UUID userID)
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{
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m_log.DebugFormat("[HG INVENTORY CONNECTOR]: GetRootFolder for {0}", userID);
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//m_log.DebugFormat("[HG INVENTORY CONNECTOR]: GetRootFolder for {0}", userID);
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string invURL = GetInventoryServiceURL(userID);
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@ -267,7 +267,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory
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public InventoryFolderBase GetFolderForType(UUID userID, AssetType type)
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{
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m_log.DebugFormat("[HG INVENTORY CONNECTOR]: GetFolderForType {0} type {1}", userID, type);
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//m_log.DebugFormat("[HG INVENTORY CONNECTOR]: GetFolderForType {0} type {1}", userID, type);
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string invURL = GetInventoryServiceURL(userID);
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@ -281,7 +281,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory
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public InventoryCollection GetFolderContent(UUID userID, UUID folderID)
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{
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m_log.Debug("[HG INVENTORY CONNECTOR]: GetFolderContent " + folderID);
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//m_log.Debug("[HG INVENTORY CONNECTOR]: GetFolderContent " + folderID);
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string invURL = GetInventoryServiceURL(userID);
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@ -296,7 +296,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory
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public List<InventoryItemBase> GetFolderItems(UUID userID, UUID folderID)
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{
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m_log.Debug("[HG INVENTORY CONNECTOR]: GetFolderItems " + folderID);
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//m_log.Debug("[HG INVENTORY CONNECTOR]: GetFolderItems " + folderID);
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string invURL = GetInventoryServiceURL(userID);
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@ -314,7 +314,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory
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if (folder == null)
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return false;
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m_log.Debug("[HG INVENTORY CONNECTOR]: AddFolder " + folder.ID);
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//m_log.Debug("[HG INVENTORY CONNECTOR]: AddFolder " + folder.ID);
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string invURL = GetInventoryServiceURL(folder.Owner);
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@ -331,7 +331,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory
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if (folder == null)
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return false;
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m_log.Debug("[HG INVENTORY CONNECTOR]: UpdateFolder " + folder.ID);
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//m_log.Debug("[HG INVENTORY CONNECTOR]: UpdateFolder " + folder.ID);
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string invURL = GetInventoryServiceURL(folder.Owner);
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@ -350,7 +350,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory
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if (folderIDs.Count == 0)
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return false;
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m_log.Debug("[HG INVENTORY CONNECTOR]: DeleteFolders for " + ownerID);
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//m_log.Debug("[HG INVENTORY CONNECTOR]: DeleteFolders for " + ownerID);
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string invURL = GetInventoryServiceURL(ownerID);
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@ -367,7 +367,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory
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if (folder == null)
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return false;
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m_log.Debug("[HG INVENTORY CONNECTOR]: MoveFolder for " + folder.Owner);
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//m_log.Debug("[HG INVENTORY CONNECTOR]: MoveFolder for " + folder.Owner);
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string invURL = GetInventoryServiceURL(folder.Owner);
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@ -384,7 +384,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory
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if (folder == null)
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return false;
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m_log.Debug("[HG INVENTORY CONNECTOR]: PurgeFolder for " + folder.Owner);
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//m_log.Debug("[HG INVENTORY CONNECTOR]: PurgeFolder for " + folder.Owner);
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string invURL = GetInventoryServiceURL(folder.Owner);
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@ -401,7 +401,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory
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if (item == null)
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return false;
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m_log.Debug("[HG INVENTORY CONNECTOR]: AddItem " + item.ID);
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//m_log.Debug("[HG INVENTORY CONNECTOR]: AddItem " + item.ID);
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string invURL = GetInventoryServiceURL(item.Owner);
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@ -418,7 +418,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory
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if (item == null)
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return false;
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m_log.Debug("[HG INVENTORY CONNECTOR]: UpdateItem " + item.ID);
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//m_log.Debug("[HG INVENTORY CONNECTOR]: UpdateItem " + item.ID);
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string invURL = GetInventoryServiceURL(item.Owner);
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@ -437,7 +437,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory
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if (items.Count == 0)
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return true;
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m_log.Debug("[HG INVENTORY CONNECTOR]: MoveItems for " + ownerID);
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//m_log.Debug("[HG INVENTORY CONNECTOR]: MoveItems for " + ownerID);
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string invURL = GetInventoryServiceURL(ownerID);
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@ -451,15 +451,13 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory
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public bool DeleteItems(UUID ownerID, List<UUID> itemIDs)
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{
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m_log.DebugFormat("[HG INVENTORY CONNECTOR]: Delete {0} items for user {1}", itemIDs.Count, ownerID);
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//m_log.DebugFormat("[HG INVENTORY CONNECTOR]: Delete {0} items for user {1}", itemIDs.Count, ownerID);
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if (itemIDs == null)
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return false;
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if (itemIDs.Count == 0)
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return true;
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m_log.Debug("[HG INVENTORY CONNECTOR]: DeleteItems for " + ownerID);
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string invURL = GetInventoryServiceURL(ownerID);
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if (invURL == null) // not there, forward to local inventory connector to resolve
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@ -474,7 +472,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory
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{
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if (item == null)
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return null;
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m_log.Debug("[HG INVENTORY CONNECTOR]: GetItem " + item.ID);
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//m_log.Debug("[HG INVENTORY CONNECTOR]: GetItem " + item.ID);
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string invURL = GetInventoryServiceURL(item.Owner);
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@ -491,7 +489,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory
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if (folder == null)
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return null;
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m_log.Debug("[HG INVENTORY CONNECTOR]: GetFolder " + folder.ID);
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//m_log.Debug("[HG INVENTORY CONNECTOR]: GetFolder " + folder.ID);
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string invURL = GetInventoryServiceURL(folder.Owner);
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@ -515,7 +513,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory
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public int GetAssetPermissions(UUID userID, UUID assetID)
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{
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m_log.Debug("[HG INVENTORY CONNECTOR]: GetAssetPermissions " + assetID);
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//m_log.Debug("[HG INVENTORY CONNECTOR]: GetAssetPermissions " + assetID);
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string invURL = GetInventoryServiceURL(userID);
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|
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@ -146,7 +146,7 @@ namespace OpenSim.Region.CoreModules.World.Land
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else
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{
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// Normal Calculations
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return (int)Math.Round(((float)LandData.Area / 65536.0f) * (float)m_scene.objectCapacity * (float)m_scene.RegionInfo.RegionSettings.ObjectBonus);
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return (int)Math.Round(((float)LandData.Area / 65536.0f) * (float)m_scene.RegionInfo.ObjectCapacity * (float)m_scene.RegionInfo.RegionSettings.ObjectBonus);
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}
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}
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public int GetSimulatorMaxPrimCount(ILandObject thisObject)
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@ -158,7 +158,7 @@ namespace OpenSim.Region.CoreModules.World.Land
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else
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{
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//Normal Calculations
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return m_scene.objectCapacity;
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return m_scene.RegionInfo.ObjectCapacity;
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}
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}
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#endregion
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|
|
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@ -265,6 +265,10 @@ namespace OpenSim.Region.Framework.Scenes
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public void UpdateInventoryItemAsset(IClientAPI remoteClient, UUID transactionID,
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UUID itemID, InventoryItemBase itemUpd)
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{
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// This one will let people set next perms on items in agent
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// inventory. Rut-Roh. Whatever. Make this secure. Yeah.
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//
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// Passing something to another avatar or a an object will already
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InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
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item = InventoryService.GetItem(item);
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|
@ -274,11 +278,9 @@ namespace OpenSim.Region.Framework.Scenes
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{
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item.Name = itemUpd.Name;
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item.Description = itemUpd.Description;
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item.NextPermissions = itemUpd.NextPermissions;
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item.CurrentPermissions |= 8; // Slam!
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item.EveryOnePermissions = itemUpd.EveryOnePermissions;
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item.GroupPermissions = itemUpd.GroupPermissions;
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item.NextPermissions = itemUpd.NextPermissions & item.BasePermissions;
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item.EveryOnePermissions = itemUpd.EveryOnePermissions & item.BasePermissions;
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item.GroupPermissions = itemUpd.GroupPermissions & item.BasePermissions;
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item.GroupID = itemUpd.GroupID;
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item.GroupOwned = itemUpd.GroupOwned;
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item.CreationDate = itemUpd.CreationDate;
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|
@ -384,28 +386,103 @@ namespace OpenSim.Region.Framework.Scenes
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if (Permissions.PropagatePermissions() && recipient != senderId)
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{
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// First, make sore base is limited to the next perms
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itemCopy.BasePermissions = item.BasePermissions & (item.NextPermissions | (uint)PermissionMask.Move);
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// By default, current equals base
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itemCopy.CurrentPermissions = itemCopy.BasePermissions & item.CurrentPermissions;
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// Trying to do this right this time. This is evil. If
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// you believe in Good, go elsewhere. Vampires and other
|
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// evil creatores only beyond this point. You have been
|
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// warned.
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// If this is an object, replace current perms
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// with folded perms
|
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// We're going to mask a lot of things by the next perms
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// Tweak the next perms to be nicer to our data
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//
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// In this mask, all the bits we do NOT want to mess
|
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// with are set. These are:
|
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//
|
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// Transfer
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// Copy
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// Modufy
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uint permsMask = ~ ((uint)PermissionMask.Copy |
|
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(uint)PermissionMask.Transfer |
|
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(uint)PermissionMask.Modify);
|
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|
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// Now, reduce the next perms to the mask bits
|
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// relevant to the operation
|
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uint nextPerms = permsMask | (item.NextPermissions &
|
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((uint)PermissionMask.Copy |
|
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(uint)PermissionMask.Transfer |
|
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(uint)PermissionMask.Modify));
|
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|
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// nextPerms now has all bits set, except for the actual
|
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// next permission bits.
|
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|
||||
// This checks for no mod, no copy, no trans.
|
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// This indicates an error or messed up item. Do it like
|
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// SL and assume trans
|
||||
if (nextPerms == permsMask)
|
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nextPerms |= (uint)PermissionMask.Transfer;
|
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|
||||
// Inventory owner perms are the logical AND of the
|
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// folded perms and the root prim perms, however, if
|
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// the root prim is mod, the inventory perms will be
|
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// mod. This happens on "take" and is of little concern
|
||||
// here, save for preventing escalation
|
||||
|
||||
// This hack ensures that items previously permalocked
|
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// get unlocked when they're passed or rezzed
|
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uint basePerms = item.BasePermissions |
|
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(uint)PermissionMask.Move;
|
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uint ownerPerms = item.CurrentPermissions;
|
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|
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// If this is an object, root prim perms may be more
|
||||
// permissive than folded perms. Use folded perms as
|
||||
// a mask
|
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if (item.InvType == (int)InventoryType.Object)
|
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{
|
||||
itemCopy.CurrentPermissions &= ~(uint)(PermissionMask.Copy | PermissionMask.Modify | PermissionMask.Transfer);
|
||||
itemCopy.CurrentPermissions |= (item.CurrentPermissions & 7) << 13;
|
||||
// Create a safe mask for the current perms
|
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uint foldedPerms = (item.CurrentPermissions & 7) << 13;
|
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foldedPerms |= permsMask;
|
||||
|
||||
bool isRootMod = (item.CurrentPermissions &
|
||||
(uint)PermissionMask.Modify) != 0 ?
|
||||
true : false;
|
||||
|
||||
// Mask the owner perms to the folded perms
|
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ownerPerms &= foldedPerms;
|
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basePerms &= foldedPerms;
|
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|
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// If the root was mod, let the mask reflect that
|
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// We also need to adjust the base here, because
|
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// we should be able to edit in-inventory perms
|
||||
// for the root prim, if it's mod.
|
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if (isRootMod)
|
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{
|
||||
ownerPerms |= (uint)PermissionMask.Modify;
|
||||
basePerms |= (uint)PermissionMask.Modify;
|
||||
}
|
||||
}
|
||||
|
||||
// Ensure there is no escalation
|
||||
itemCopy.CurrentPermissions &= (item.NextPermissions | (uint)PermissionMask.Move);
|
||||
// These will be applied to the root prim at next rez.
|
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// The slam bit (bit 3) and folded permission (bits 0-2)
|
||||
// are preserved due to the above mangling
|
||||
ownerPerms &= nextPerms;
|
||||
|
||||
// Need slam bit on xfer
|
||||
itemCopy.CurrentPermissions |= 8;
|
||||
// Mask the base permissions. This is a conservative
|
||||
// approach altering only the three main perms
|
||||
basePerms &= nextPerms;
|
||||
|
||||
// Assign to the actual item. Make sure the slam bit is
|
||||
// set, if it wasn't set before.
|
||||
itemCopy.BasePermissions = basePerms;
|
||||
itemCopy.CurrentPermissions = ownerPerms | 16; // Slam
|
||||
|
||||
itemCopy.NextPermissions = item.NextPermissions;
|
||||
|
||||
itemCopy.EveryOnePermissions = 0;
|
||||
// This preserves "everyone can move"
|
||||
itemCopy.EveryOnePermissions = item.EveryOnePermissions &
|
||||
nextPerms;
|
||||
|
||||
// Intentionally killing "share with group" here, as
|
||||
// the recipient will not have the group this is
|
||||
// set to
|
||||
itemCopy.GroupPermissions = 0;
|
||||
}
|
||||
else
|
||||
|
@ -903,7 +980,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
else
|
||||
agentItem.CurrentPermissions = agentItem.BasePermissions & taskItem.CurrentPermissions;
|
||||
|
||||
agentItem.CurrentPermissions |= 8;
|
||||
agentItem.CurrentPermissions |= 16; // Slam
|
||||
agentItem.NextPermissions = taskItem.NextPermissions;
|
||||
agentItem.EveryOnePermissions = taskItem.EveryonePermissions & (taskItem.NextPermissions | (uint)PermissionMask.Move);
|
||||
agentItem.GroupPermissions = taskItem.GroupPermissions & taskItem.NextPermissions;
|
||||
|
@ -1094,7 +1171,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
(srcTaskItem.NextPermissions | (uint)PermissionMask.Move);
|
||||
destTaskItem.BasePermissions = srcTaskItem.BasePermissions &
|
||||
(srcTaskItem.NextPermissions | (uint)PermissionMask.Move);
|
||||
destTaskItem.CurrentPermissions |= 8; // Slam!
|
||||
destTaskItem.CurrentPermissions |= 16; // Slam!
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1478,7 +1555,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
srcTaskItem.NextPermissions;
|
||||
destTaskItem.BasePermissions = srcTaskItem.BasePermissions &
|
||||
srcTaskItem.NextPermissions;
|
||||
destTaskItem.CurrentPermissions |= 8; // Slam!
|
||||
destTaskItem.CurrentPermissions |= 16; // Slam!
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1864,36 +1941,30 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
group.SetGroup(sourcePart.GroupID, null);
|
||||
|
||||
if (rootPart.OwnerID != item.OwnerID)
|
||||
if ((rootPart.OwnerID != item.OwnerID) || (item.CurrentPermissions & 16) != 0)
|
||||
{
|
||||
if (Permissions.PropagatePermissions())
|
||||
{
|
||||
if ((item.CurrentPermissions & 8) != 0)
|
||||
{
|
||||
foreach (SceneObjectPart part in partList)
|
||||
{
|
||||
part.EveryoneMask = item.EveryonePermissions;
|
||||
part.NextOwnerMask = item.NextPermissions;
|
||||
}
|
||||
}
|
||||
group.ApplyNextOwnerPermissions();
|
||||
}
|
||||
}
|
||||
|
||||
foreach (SceneObjectPart part in partList)
|
||||
{
|
||||
if (part.OwnerID != item.OwnerID)
|
||||
if ((part.OwnerID != item.OwnerID) || (item.CurrentPermissions & 16) != 0)
|
||||
{
|
||||
part.LastOwnerID = part.OwnerID;
|
||||
part.OwnerID = item.OwnerID;
|
||||
part.Inventory.ChangeInventoryOwner(item.OwnerID);
|
||||
}
|
||||
else if ((item.CurrentPermissions & 8) != 0) // Slam!
|
||||
{
|
||||
part.EveryoneMask = item.EveryonePermissions;
|
||||
part.NextOwnerMask = item.NextPermissions;
|
||||
}
|
||||
}
|
||||
|
||||
rootPart.TrimPermissions();
|
||||
|
||||
|
|
|
@ -478,8 +478,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
set { m_sceneGraph.RestorePresences = value; }
|
||||
}
|
||||
|
||||
public int objectCapacity = 45000;
|
||||
|
||||
#endregion
|
||||
|
||||
#region BinaryStats
|
||||
|
@ -687,7 +685,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
StatsReporter.OnSendStatsResult += SendSimStatsPackets;
|
||||
StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats;
|
||||
|
||||
StatsReporter.SetObjectCapacity(objectCapacity);
|
||||
StatsReporter.SetObjectCapacity(RegionInfo.ObjectCapacity);
|
||||
|
||||
// Old
|
||||
/*
|
||||
|
@ -4119,20 +4117,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
#region Other Methods
|
||||
|
||||
public void SetObjectCapacity(int objects)
|
||||
{
|
||||
// Region specific config overrides global
|
||||
//
|
||||
if (RegionInfo.ObjectCapacity != 0)
|
||||
objects = RegionInfo.ObjectCapacity;
|
||||
|
||||
if (StatsReporter != null)
|
||||
{
|
||||
StatsReporter.SetObjectCapacity(objects);
|
||||
}
|
||||
objectCapacity = objects;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
public void HandleObjectPermissionsUpdate(IClientAPI controller, UUID agentID, UUID sessionID, byte field, uint localId, uint mask, byte set)
|
||||
|
@ -4731,7 +4715,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
part.NextOwnerMask;
|
||||
item.GroupPermissions = part.GroupMask &
|
||||
part.NextOwnerMask;
|
||||
item.CurrentPermissions |= 8; // Slam!
|
||||
item.CurrentPermissions |= 16; // Slam!
|
||||
item.CreationDate = Util.UnixTimeSinceEpoch();
|
||||
|
||||
if (InventoryService.AddItem(item))
|
||||
|
|
|
@ -172,13 +172,14 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
taskItem.GroupPermissions = item.GroupPermissions &
|
||||
item.NextPermissions;
|
||||
taskItem.NextPermissions = item.NextPermissions;
|
||||
taskItem.CurrentPermissions |= 8;
|
||||
// We're adding this to a prim we don't own. Force
|
||||
// owner change
|
||||
taskItem.CurrentPermissions |= 16; // Slam
|
||||
}
|
||||
else
|
||||
{
|
||||
taskItem.BasePermissions = item.BasePermissions;
|
||||
taskItem.CurrentPermissions = item.CurrentPermissions;
|
||||
taskItem.CurrentPermissions |= 8;
|
||||
taskItem.EveryonePermissions = item.EveryOnePermissions;
|
||||
taskItem.GroupPermissions = item.GroupPermissions;
|
||||
taskItem.NextPermissions = item.NextPermissions;
|
||||
|
@ -281,7 +282,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
PermissionMask.Move |
|
||||
PermissionMask.Transfer) | 7;
|
||||
|
||||
uint ownerMask = 0x7ffffff;
|
||||
uint ownerMask = 0x7fffffff;
|
||||
foreach (SceneObjectPart part in m_parts.Values)
|
||||
{
|
||||
ownerMask &= part.OwnerMask;
|
||||
|
@ -295,12 +296,16 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
if ((ownerMask & (uint)PermissionMask.Transfer) == 0)
|
||||
perms &= ~(uint)PermissionMask.Transfer;
|
||||
|
||||
if ((ownerMask & RootPart.NextOwnerMask & (uint)PermissionMask.Modify) == 0)
|
||||
perms &= ~((uint)PermissionMask.Modify >> 13);
|
||||
if ((ownerMask & RootPart.NextOwnerMask & (uint)PermissionMask.Copy) == 0)
|
||||
perms &= ~((uint)PermissionMask.Copy >> 13);
|
||||
if ((ownerMask & RootPart.NextOwnerMask & (uint)PermissionMask.Transfer) == 0)
|
||||
perms &= ~((uint)PermissionMask.Transfer >> 13);
|
||||
// If root prim permissions are applied here, this would screw
|
||||
// with in-inventory manipulation of the next owner perms
|
||||
// in a major way. So, let's move this to the give itself.
|
||||
// Yes. I know. Evil.
|
||||
// if ((ownerMask & RootPart.NextOwnerMask & (uint)PermissionMask.Modify) == 0)
|
||||
// perms &= ~((uint)PermissionMask.Modify >> 13);
|
||||
// if ((ownerMask & RootPart.NextOwnerMask & (uint)PermissionMask.Copy) == 0)
|
||||
// perms &= ~((uint)PermissionMask.Copy >> 13);
|
||||
// if ((ownerMask & RootPart.NextOwnerMask & (uint)PermissionMask.Transfer) == 0)
|
||||
// perms &= ~((uint)PermissionMask.Transfer >> 13);
|
||||
|
||||
return perms;
|
||||
}
|
||||
|
|
|
@ -952,7 +952,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
|
||||
if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
|
||||
item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
|
||||
item.CurrentPermissions |= 8;
|
||||
}
|
||||
item.CurrentPermissions &= item.NextPermissions;
|
||||
item.BasePermissions &= item.NextPermissions;
|
||||
|
|
|
@ -138,8 +138,6 @@ namespace OpenSim.Region.OptionalModules.World.MoneyModule
|
|||
public void AddRegion(Scene scene)
|
||||
{
|
||||
// Send ObjectCapacity to Scene.. Which sends it to the SimStatsReporter.
|
||||
scene.SetObjectCapacity(ObjectCapacity);
|
||||
|
||||
if (m_enabled)
|
||||
{
|
||||
scene.RegisterModuleInterface<IMoneyModule>(this);
|
||||
|
@ -252,7 +250,6 @@ namespace OpenSim.Region.OptionalModules.World.MoneyModule
|
|||
|
||||
if (config == "Economy" && startupConfig != null)
|
||||
{
|
||||
ObjectCapacity = startupConfig.GetInt("ObjectCapacity", 45000);
|
||||
PriceEnergyUnit = startupConfig.GetInt("PriceEnergyUnit", 100);
|
||||
PriceObjectClaim = startupConfig.GetInt("PriceObjectClaim", 10);
|
||||
PricePublicObjectDecay = startupConfig.GetInt("PricePublicObjectDecay", 4);
|
||||
|
@ -701,7 +698,9 @@ namespace OpenSim.Region.OptionalModules.World.MoneyModule
|
|||
|
||||
if (user != null)
|
||||
{
|
||||
user.SendEconomyData(EnergyEfficiency, ObjectCapacity, ObjectCount, PriceEnergyUnit, PriceGroupCreate,
|
||||
Scene s = LocateSceneClientIn(user.AgentId);
|
||||
|
||||
user.SendEconomyData(EnergyEfficiency, s.RegionInfo.ObjectCapacity, ObjectCount, PriceEnergyUnit, PriceGroupCreate,
|
||||
PriceObjectClaim, PriceObjectRent, PriceObjectScaleFactor, PriceParcelClaim, PriceParcelClaimFactor,
|
||||
PriceParcelRent, PricePublicObjectDecay, PricePublicObjectDelete, PriceRentLight, PriceUpload,
|
||||
TeleportMinPrice, TeleportPriceExponent);
|
||||
|
|
|
@ -288,9 +288,6 @@
|
|||
; if not defined - default machine name is being used
|
||||
; (on Windows this mean NETBIOS name - useably only inside local network)
|
||||
; ExternalHostNameForLSL=127.0.0.1
|
||||
; Uncomment below to enable llRemoteData/remote channels
|
||||
; remoteDataPort = 20800
|
||||
|
||||
|
||||
; What is reported as the "X-Secondlife-Shard"
|
||||
; Defaults to the user server url if not set
|
||||
|
@ -1303,12 +1300,3 @@
|
|||
;XmlRpcRouterModule = "XmlRpcRouterModule"
|
||||
;XmlRpcPort = 20800
|
||||
|
||||
[Friends]
|
||||
; The port the friendslist interregion comms will listen on
|
||||
; Defaults to the simulator's TCP port
|
||||
;Port = 0
|
||||
|
||||
; Uncomment one of the lines below. Use FriendsService for local
|
||||
; operation, Connectors for remote operation
|
||||
;Connector = "OpenSim.Services.FriendsService.dll"
|
||||
Connector = "OpenSim.Services.Connectors.dll"
|
||||
|
|
Loading…
Reference in New Issue