diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs index 9772b352d5..000944f5da 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs @@ -433,7 +433,7 @@ namespace OpenSim.Region.Framework.Scenes // m_log.DebugFormat("[XXX]: B: {0} O: {1} E: {2}", itemUpd.BasePermissions, itemUpd.CurrentPermissions, itemUpd.EveryOnePermissions); const uint permALLandExport = (uint)(PermissionMask.All | PermissionMask.Export); // If the user is not the creator or doesn't have "E" in both "B" and "O", deny setting export - if (item.CreatorIdAsUuid != item.Owner || + if (item.CreatorIdAsUuid != item.Owner && ((item.BasePermissions & permALLandExport) != permALLandExport || (item.CurrentPermissions & (uint)PermissionMask.Export) == 0)) denyExportChange = true; @@ -451,12 +451,10 @@ namespace OpenSim.Region.Framework.Scenes { itemUpd.NextPermissions = (uint)(PermissionMask.All); itemUpd.EveryOnePermissions |= (uint)PermissionMask.Export; - sendUpdate = true; } else { itemUpd.EveryOnePermissions &= ~(uint)PermissionMask.Export; - sendUpdate = true; } } else @@ -466,7 +464,6 @@ namespace OpenSim.Region.Framework.Scenes { // m_log.DebugFormat("[XXX]: Force full perm"); itemUpd.NextPermissions = (uint)(PermissionMask.All); - sendUpdate = true; } } diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs index 68d80f0926..98617d196b 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs @@ -258,8 +258,7 @@ namespace OpenSim.Region.Framework.Scenes uint perms=(uint)(PermissionMask.Modify | PermissionMask.Copy | PermissionMask.Move | - PermissionMask.Transfer | - PermissionMask.Export ) | 7; + PermissionMask.Transfer) | 7; uint ownerMask = 0x7fffffff; @@ -282,8 +281,6 @@ namespace OpenSim.Region.Framework.Scenes perms &= ~(uint)PermissionMask.Copy; if ((ownerMask & (uint)PermissionMask.Transfer) == 0) perms &= ~(uint)PermissionMask.Transfer; - if ((ownerMask & (uint)PermissionMask.Export) == 0) - perms &= ~(uint)PermissionMask.Export; // If root prim permissions are applied here, this would screw // with in-inventory manipulation of the next owner perms