recover PermissionsUtil.ApplyFoldedPermissions (well my version). its use easys code readability
parent
725ccbb477
commit
04117d9f75
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@ -3087,15 +3087,13 @@ namespace OpenSim.ApplicationPlugins.RemoteController
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/// </summary>
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private void ApplyNextOwnerPermissions(InventoryItemBase item)
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{
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if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
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if (item.InvType == (int)InventoryType.Object)
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{
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if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
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item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
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if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
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item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
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if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
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item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
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uint perms = item.CurrentPermissions;
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PermissionsUtil.ApplyFoldedPermissions(item.CurrentPermissions, ref perms);
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item.CurrentPermissions = perms;
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}
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item.CurrentPermissions &= item.NextPermissions;
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item.BasePermissions &= item.NextPermissions;
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item.EveryOnePermissions &= item.NextPermissions;
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@ -64,5 +64,37 @@ namespace OpenSim.Framework
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str = ".";
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return str;
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}
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public static void ApplyFoldedPermissions(uint source, ref uint target)
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{
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uint folded = source & (uint)PermissionMask.FoldedMask;
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if(folded == 0) // invalid we need to ignore
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return;
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folded <<= (int)PermissionMask.FoldingShift;
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folded &= (uint)PermissionMask.UnfoldedMask; // not really necessary but well
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folded |= ~(uint)PermissionMask.UnfoldedMask;
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uint tmp = target;
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tmp &= folded;
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target = tmp;
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}
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// do not touch MOD
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public static void ApplyNoModFoldedPermissions(uint source, ref uint target)
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{
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uint folded = source & (uint)PermissionMask.FoldedMask;
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if(folded == 0) // invalid we need to ignore
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return;
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folded <<= (int)PermissionMask.FoldingShift;
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folded &= (uint)PermissionMask.UnfoldedMask; // not really necessary but well
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folded |= (~(uint)PermissionMask.UnfoldedMask | (uint)PermissionMask.Modify);
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uint tmp = target;
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tmp &= folded;
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target = tmp;
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}
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}
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}
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@ -92,8 +92,8 @@ namespace OpenSim.Framework
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// explicitly given
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All = 0x8e000,
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AllAndExport = 0x9e000,
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AllEffective = 0x9e000
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AllEffective = 0x9e000,
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UnfoldedMask = 0x1e000
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}
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/// <summary>
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@ -573,7 +573,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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InventoryItemBase item, SceneObjectGroup so, List<SceneObjectGroup> objsForEffectivePermissions,
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IClientAPI remoteClient)
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{
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uint effectivePerms = (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify | PermissionMask.Move | PermissionMask.Export) | 7;
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uint effectivePerms = (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify | PermissionMask.Move | PermissionMask.Export | PermissionMask.FoldedMask);
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// For the porposes of inventory, an object is modify if the prims
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// are modify. This allows renaming an object that contains no
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@ -586,19 +586,16 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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effectivePerms &= groupPerms;
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}
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effectivePerms |= (uint)PermissionMask.Move;
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if (remoteClient != null && (remoteClient.AgentId != so.RootPart.OwnerID) && m_Scene.Permissions.PropagatePermissions())
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{
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if ((effectivePerms & (uint)PermissionMask.FoldedCopy) == 0)
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effectivePerms &= ~(uint)PermissionMask.Copy;
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if ((effectivePerms & (uint)PermissionMask.FoldedTransfer) == 0)
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effectivePerms &= ~(uint)PermissionMask.Transfer;
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if ((effectivePerms & (uint)PermissionMask.FoldedExport) == 0)
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effectivePerms &= ~(uint)PermissionMask.Export;
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PermissionsUtil.ApplyNoModFoldedPermissions(effectivePerms, ref effectivePerms);
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uint basePerms = effectivePerms & so.RootPart.NextOwnerMask;
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// rebuild folded perms since we don't have then on inworld objects
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// possible existent ones where already unfolded
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if((basePerms & (uint)PermissionMask.Copy) == 0)
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basePerms |= (uint)PermissionMask.Transfer;
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@ -208,19 +208,13 @@ namespace OpenSim.Region.CoreModules.World.Objects.BuySell
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perms = group.GetEffectivePermissions(false);
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// if((perms & (uint)PermissionMask.FoldedMask) != 0)
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{
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if ((perms & (uint)PermissionMask.FoldedCopy) == 0)
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perms &= ~(uint)PermissionMask.Copy;
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if ((perms & (uint)PermissionMask.FoldedTransfer) == 0)
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perms &= ~(uint)PermissionMask.Transfer;
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if ((perms & (uint)PermissionMask.FoldedModify) == 0)
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perms &= ~(uint)PermissionMask.Modify;
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if ((perms & (uint)PermissionMask.FoldedExport) == 0)
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perms &= ~(uint)PermissionMask.Export;
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}
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PermissionsUtil.ApplyFoldedPermissions(perms, ref perms);
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item.BasePermissions = perms & part.NextOwnerMask;
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item.CurrentPermissions = perms & part.NextOwnerMask;
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// we need to rebuild folded here
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item.CurrentPermissions = item.BasePermissions;
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item.NextPermissions = part.NextOwnerMask;
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item.EveryOnePermissions = part.EveryoneMask &
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part.NextOwnerMask;
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@ -1267,17 +1267,19 @@ namespace OpenSim.Region.Framework.Scenes
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// TODO: Fix this after the inventory fixer exists and has beenr run
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if ((part.OwnerID != destAgent) && Permissions.PropagatePermissions())
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{
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agentItem.BasePermissions = taskItem.BasePermissions & (taskItem.NextPermissions | (uint)PermissionMask.Move);
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agentItem.BasePermissions = taskItem.BasePermissions & taskItem.NextPermissions;
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if (taskItem.InvType == (int)InventoryType.Object)
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{
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if((taskItem.CurrentPermissions & (uint)PermissionMask.FoldedMask) != 0)
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agentItem.BasePermissions &=
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(((taskItem.CurrentPermissions & (uint)PermissionMask.FoldedMask ) << (int)PermissionMask.FoldingShift) |
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(taskItem.CurrentPermissions & (uint)PermissionMask.Move));
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uint perms = agentItem.BasePermissions;
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PermissionsUtil.ApplyFoldedPermissions(taskItem.CurrentPermissions, ref perms );
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agentItem.BasePermissions = perms;
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}
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else
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agentItem.BasePermissions &= taskItem.CurrentPermissions;
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// always unlock
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agentItem.BasePermissions |= (uint)PermissionMask.Move;
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agentItem.CurrentPermissions = agentItem.BasePermissions;
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agentItem.Flags |= (uint)InventoryItemFlags.ObjectSlamPerm;
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