* Switch default permissions back to false (so they are not on) as they were two revisions ago, since it sounds like this was our agreed position from some time back
* Make the default also false (to match what is in OpenSim.ini.example)0.6.1-post-fixes
parent
8372880c75
commit
165fcd1aac
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@ -62,7 +62,7 @@ namespace OpenSim.Region.Environment.Modules.World.Permissions
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#region Bypass Permissions / Debug Permissions Stuff
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// Bypasses the permissions engine
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private bool m_bypassPermissions = false;
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private bool m_bypassPermissions = true;
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private bool m_bypassPermissionsValue = true;
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private bool m_debugPermissions = false;
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private bool m_allowGridGods = false;
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@ -372,8 +372,6 @@ namespace OpenSim.Region.Environment.Modules.World.Permissions
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if (IsEstateManager(user) && m_RegionOwnerIsGod)
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return objectOwnerMask;
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// Admin should be able to edit anything in the sim (including admin objects)
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if (IsAdministrator(user))
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return objectOwnerMask;
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@ -823,13 +821,11 @@ namespace OpenSim.Region.Environment.Modules.World.Permissions
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return false;
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}
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SceneObjectGroup group = (SceneObjectGroup)m_scene.Entities[objectID];
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UUID objectOwner = group.OwnerID;
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locked = ((group.RootPart.OwnerMask & PERM_LOCKED) == 0);
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// This is an exception to the generic object permission.
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// Administrators who lock their objects should not be able to move them,
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// however generic object permission should return true.
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@ -113,7 +113,8 @@
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; If set to false, then, in theory, the server never carries out permission checks (allowing anybody to copy
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; any item, etc. This may not yet be implemented uniformally.
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; If set to true, then all permissions checks are carried out
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serverside_object_permissions = true
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; Default is false
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serverside_object_permissions = false
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allow_grid_gods = false
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