refactor: separate out code that adds permissions

bulletsim
Justin Clark-Casey (justincc) 2011-04-15 23:32:46 +01:00
parent 065d3f42c7
commit 1dba671f45
1 changed files with 59 additions and 42 deletions

View File

@ -308,48 +308,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
}
else
{
uint effectivePerms = (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify | PermissionMask.Move) | 7;
foreach (SceneObjectGroup grp in objlist)
effectivePerms &= grp.GetEffectivePermissions();
effectivePerms |= (uint)PermissionMask.Move;
if (remoteClient != null && (remoteClient.AgentId != objlist[0].RootPart.OwnerID) && m_Scene.Permissions.PropagatePermissions())
{
uint perms = effectivePerms;
uint nextPerms = (perms & 7) << 13;
if ((nextPerms & (uint)PermissionMask.Copy) == 0)
perms &= ~(uint)PermissionMask.Copy;
if ((nextPerms & (uint)PermissionMask.Transfer) == 0)
perms &= ~(uint)PermissionMask.Transfer;
if ((nextPerms & (uint)PermissionMask.Modify) == 0)
perms &= ~(uint)PermissionMask.Modify;
item.BasePermissions = perms & objlist[0].RootPart.NextOwnerMask;
item.CurrentPermissions = item.BasePermissions;
item.NextPermissions = perms & objlist[0].RootPart.NextOwnerMask;
item.EveryOnePermissions = objlist[0].RootPart.EveryoneMask & objlist[0].RootPart.NextOwnerMask;
item.GroupPermissions = objlist[0].RootPart.GroupMask & objlist[0].RootPart.NextOwnerMask;
// Magic number badness. Maybe this deserves an enum.
// bit 4 (16) is the "Slam" bit, it means treat as passed
// and apply next owner perms on rez
item.CurrentPermissions |= 16; // Slam!
}
else
{
item.BasePermissions = effectivePerms;
item.CurrentPermissions = effectivePerms;
item.NextPermissions = objlist[0].RootPart.NextOwnerMask & effectivePerms;
item.EveryOnePermissions = objlist[0].RootPart.EveryoneMask & effectivePerms;
item.GroupPermissions = objlist[0].RootPart.GroupMask & effectivePerms;
item.CurrentPermissions &=
((uint)PermissionMask.Copy |
(uint)PermissionMask.Transfer |
(uint)PermissionMask.Modify |
(uint)PermissionMask.Move |
7); // Preserve folded permissions
}
AddPermissions(item, objlist[0], objlist, remoteClient);
item.CreationDate = Util.UnixTimeSinceEpoch();
item.Description = asset.Description;
@ -376,6 +335,64 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
return assetID;
}
/// <summary>
/// Add relevant permissions for an object to the item.
/// </summary>
/// <param name="item"></param>
/// <param name="so"></param>
/// <param name="objsForEffectivePermissions"></param>
/// <param name="remoteClient"></param>
/// <returns></returns>
protected InventoryItemBase AddPermissions(
InventoryItemBase item, SceneObjectGroup so, List<SceneObjectGroup> objsForEffectivePermissions,
IClientAPI remoteClient)
{
uint effectivePerms = (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify | PermissionMask.Move) | 7;
foreach (SceneObjectGroup grp in objsForEffectivePermissions)
effectivePerms &= grp.GetEffectivePermissions();
effectivePerms |= (uint)PermissionMask.Move;
if (remoteClient != null && (remoteClient.AgentId != so.RootPart.OwnerID) && m_Scene.Permissions.PropagatePermissions())
{
uint perms = effectivePerms;
uint nextPerms = (perms & 7) << 13;
if ((nextPerms & (uint)PermissionMask.Copy) == 0)
perms &= ~(uint)PermissionMask.Copy;
if ((nextPerms & (uint)PermissionMask.Transfer) == 0)
perms &= ~(uint)PermissionMask.Transfer;
if ((nextPerms & (uint)PermissionMask.Modify) == 0)
perms &= ~(uint)PermissionMask.Modify;
item.BasePermissions = perms & so.RootPart.NextOwnerMask;
item.CurrentPermissions = item.BasePermissions;
item.NextPermissions = perms & so.RootPart.NextOwnerMask;
item.EveryOnePermissions = so.RootPart.EveryoneMask & so.RootPart.NextOwnerMask;
item.GroupPermissions = so.RootPart.GroupMask & so.RootPart.NextOwnerMask;
// Magic number badness. Maybe this deserves an enum.
// bit 4 (16) is the "Slam" bit, it means treat as passed
// and apply next owner perms on rez
item.CurrentPermissions |= 16; // Slam!
}
else
{
item.BasePermissions = effectivePerms;
item.CurrentPermissions = effectivePerms;
item.NextPermissions = so.RootPart.NextOwnerMask & effectivePerms;
item.EveryOnePermissions = so.RootPart.EveryoneMask & effectivePerms;
item.GroupPermissions = so.RootPart.GroupMask & effectivePerms;
item.CurrentPermissions &=
((uint)PermissionMask.Copy |
(uint)PermissionMask.Transfer |
(uint)PermissionMask.Modify |
(uint)PermissionMask.Move |
7); // Preserve folded permissions
}
return item;
}
/// <summary>
/// Create an item using details for the given scene object.
/// </summary>