Refactored setting permissions when rezzing items: use the same function when rezzing from user inventory and prim inventory.
Also, fixed a bug: when rezzing a coalesced object from a prim's inventory, apply the coalesced object's name and description only to the first sub-object; not to all the objects in the coalescence. (This was already done correctly when rezzing from a user's inventory.)master-beforevarregion
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@ -0,0 +1,68 @@
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.Reflection;
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using System.Text;
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using log4net;
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namespace OpenSim.Framework
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{
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public static class PermissionsUtil
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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/// <summary>
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/// Logs permissions flags. Useful when debugging permission problems.
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/// </summary>
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/// <param name="message"></param>
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public static void LogPermissions(String name, String message, uint basePerm, uint curPerm, uint nextPerm)
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{
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m_log.DebugFormat("Permissions of \"{0}\" at \"{1}\": Base {2} ({3:X4}), Current {4} ({5:X4}), NextOwner {6} ({7:X4})",
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name, message,
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PermissionsToString(basePerm), basePerm, PermissionsToString(curPerm), curPerm, PermissionsToString(nextPerm), nextPerm);
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}
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/// <summary>
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/// Converts a permissions bit-mask to a string (e.g., "MCT").
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/// </summary>
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private static string PermissionsToString(uint perms)
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{
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string str = "";
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if ((perms & (int)PermissionMask.Modify) != 0)
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str += "M";
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if ((perms & (int)PermissionMask.Copy) != 0)
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str += "C";
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if ((perms & (int)PermissionMask.Transfer) != 0)
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str += "T";
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if (str == "")
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str = ".";
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return str;
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}
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}
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}
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@ -512,10 +512,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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item.EveryOnePermissions = so.RootPart.EveryoneMask & so.RootPart.NextOwnerMask;
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item.GroupPermissions = so.RootPart.GroupMask & so.RootPart.NextOwnerMask;
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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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// apply next owner perms on rez
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item.CurrentPermissions |= SceneObjectGroup.SLAM;
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}
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else
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{
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@ -809,11 +807,15 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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group.RootPart.Shape.LastAttachPoint = (byte)group.AttachmentPoint;
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}
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foreach (SceneObjectPart part in group.Parts)
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if (item == null)
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{
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// Make the rezzer the owner, as this is not necessarily set correctly in the serialized asset.
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part.LastOwnerID = part.OwnerID;
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part.OwnerID = remoteClient.AgentId;
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// Change ownership. Normally this is done in DoPreRezWhenFromItem(), but in this case we must do it here.
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foreach (SceneObjectPart part in group.Parts)
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{
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// Make the rezzer the owner, as this is not necessarily set correctly in the serialized asset.
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part.LastOwnerID = part.OwnerID;
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part.OwnerID = remoteClient.AgentId;
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}
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}
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if (!attachment)
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@ -969,44 +971,19 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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// "[INVENTORY ACCESS MODULE]: rootPart.OwnedID {0}, item.Owner {1}, item.CurrentPermissions {2:X}",
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// rootPart.OwnerID, item.Owner, item.CurrentPermissions);
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if ((rootPart.OwnerID != item.Owner) ||
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(item.CurrentPermissions & 16) != 0)
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if ((rootPart.OwnerID != item.Owner) || (item.CurrentPermissions & SceneObjectGroup.SLAM) != 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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foreach (SceneObjectPart part in so.Parts)
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{
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if ((item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0)
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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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part.GroupMask = 0; // DO NOT propagate here
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}
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so.ApplyNextOwnerPermissions();
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}
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}
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foreach (SceneObjectPart part in so.Parts)
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{
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part.FromUserInventoryItemID = fromUserInventoryItemId;
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if ((part.OwnerID != item.Owner) ||
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(item.CurrentPermissions & 16) != 0)
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{
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part.Inventory.ChangeInventoryOwner(item.Owner);
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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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part.ApplyPermissionsOnRez(item, true, m_Scene);
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}
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rootPart.TrimPermissions();
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if (isAttachment)
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@ -109,6 +109,9 @@ namespace OpenSim.Region.Framework.Scenes
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STATUS_ROTATE_Z = 0x008,
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}
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// This flag has the same purpose as InventoryItemFlags.ObjectSlamPerm
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public static readonly uint SLAM = 16;
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// private PrimCountTaintedDelegate handlerPrimCountTainted = null;
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/// <summary>
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@ -4800,6 +4800,64 @@ namespace OpenSim.Region.Framework.Scenes
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{
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ParentGroup.AddScriptLPS(count);
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}
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/// <summary>
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/// Sets a prim's owner and permissions when it's rezzed.
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/// </summary>
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/// <param name="item">The inventory item from which the item was rezzed</param>
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/// <param name="userInventory">True: the item is being rezzed from the user's inventory. False: from a prim's inventory.</param>
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/// <param name="scene">The scene the prim is being rezzed into</param>
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public void ApplyPermissionsOnRez(InventoryItemBase item, bool userInventory, Scene scene)
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{
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if ((OwnerID != item.Owner) || ((item.CurrentPermissions & SceneObjectGroup.SLAM) != 0) || ((item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0))
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{
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if (scene.Permissions.PropagatePermissions())
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{
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if ((item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0)
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{
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// Apply the item's permissions to the object
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//LogPermissions("Before applying item permissions");
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if (userInventory)
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{
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EveryoneMask = item.EveryOnePermissions;
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NextOwnerMask = item.NextPermissions;
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}
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else
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{
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if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0)
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EveryoneMask = item.EveryOnePermissions;
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if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0)
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NextOwnerMask = item.NextPermissions;
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if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteGroup) != 0)
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GroupMask = item.GroupPermissions;
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}
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//LogPermissions("After applying item permissions");
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}
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}
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GroupMask = 0; // DO NOT propagate here
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}
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if (OwnerID != item.Owner)
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{
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//LogPermissions("Before ApplyNextOwnerPermissions");
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ApplyNextOwnerPermissions();
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//LogPermissions("After ApplyNextOwnerPermissions");
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LastOwnerID = OwnerID;
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OwnerID = item.Owner;
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Inventory.ChangeInventoryOwner(item.Owner);
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}
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}
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/// <summary>
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/// Logs the prim's permissions. Useful when debugging permission problems.
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/// </summary>
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/// <param name="message"></param>
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private void LogPermissions(String message)
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{
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PermissionsUtil.LogPermissions(Name, message, BaseMask, OwnerMask, NextOwnerMask);
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}
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public void ApplyNextOwnerPermissions()
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{
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@ -764,48 +764,27 @@ namespace OpenSim.Region.Framework.Scenes
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// Since renaming the item in the inventory does not affect the name stored
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// in the serialization, transfer the correct name from the inventory to the
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// object itself before we rez.
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rootPart.Name = item.Name;
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rootPart.Description = item.Description;
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SceneObjectPart[] partList = group.Parts;
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// Only do these for the first object if we are rezzing a coalescence.
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if (i == 0)
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{
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rootPart.Name = item.Name;
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rootPart.Description = item.Description;
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}
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group.SetGroup(m_part.GroupID, null);
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// TODO: Remove magic number badness
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if ((rootPart.OwnerID != item.OwnerID) || (item.CurrentPermissions & 16) != 0 || (item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0) // Magic number
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foreach (SceneObjectPart part in group.Parts)
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{
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if (m_part.ParentGroup.Scene.Permissions.PropagatePermissions())
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{
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foreach (SceneObjectPart part in partList)
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{
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if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0)
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part.EveryoneMask = item.EveryonePermissions;
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if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0)
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part.NextOwnerMask = item.NextPermissions;
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if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteGroup) != 0)
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part.GroupMask = item.GroupPermissions;
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}
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// Convert between InventoryItem classes. You can never have too many similar but slightly different classes :)
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InventoryItemBase dest = new InventoryItemBase(item.ItemID, item.OwnerID);
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dest.BasePermissions = item.BasePermissions;
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dest.CurrentPermissions = item.CurrentPermissions;
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dest.EveryOnePermissions = item.EveryonePermissions;
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dest.GroupPermissions = item.GroupPermissions;
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dest.NextPermissions = item.NextPermissions;
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dest.Flags = item.Flags;
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group.ApplyNextOwnerPermissions();
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}
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}
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foreach (SceneObjectPart part in partList)
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{
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// TODO: Remove magic number badness
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if ((part.OwnerID != item.OwnerID) || (item.CurrentPermissions & 16) != 0 || (item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0) // Magic number
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{
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part.LastOwnerID = part.OwnerID;
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part.OwnerID = item.OwnerID;
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part.Inventory.ChangeInventoryOwner(item.OwnerID);
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}
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if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0)
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part.EveryoneMask = item.EveryonePermissions;
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if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0)
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part.NextOwnerMask = item.NextPermissions;
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if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteGroup) != 0)
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part.GroupMask = item.GroupPermissions;
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part.ApplyPermissionsOnRez(dest, false, m_part.ParentGroup.Scene);
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}
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rootPart.TrimPermissions();
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mask &= ~((uint)PermissionMask.Transfer >> 13);
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if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
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mask &= ~((uint)PermissionMask.Modify >> 13);
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if (item.InvType != (int)InventoryType.Object)
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{
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if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
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mask &= ~((uint)PermissionMask.Copy >> 13);
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if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
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mask &= ~((uint)PermissionMask.Transfer >> 13);
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if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
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mask &= ~((uint)PermissionMask.Modify >> 13);
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}
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else
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{
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if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
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mask &= ~((uint)PermissionMask.Copy >> 13);
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if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
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mask &= ~((uint)PermissionMask.Transfer >> 13);
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if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
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mask &= ~((uint)PermissionMask.Modify >> 13);
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}
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if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
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mask &= ~(uint)PermissionMask.Copy;
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