From 3612a5252bdfe0a1d231fee669aa73183ee7b493 Mon Sep 17 00:00:00 2001 From: Melanie Date: Sun, 27 Jun 2010 20:20:08 +0100 Subject: [PATCH] Fix more perms weirdness. Preserve "Locked" status across gives and rez/take. Preserve "Anyone can move" flag in most cases. --- .../Region/Framework/Scenes/Scene.Inventory.cs | 17 +++++++++-------- 1 file changed, 9 insertions(+), 8 deletions(-) diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs index 750b1f7f50..9278164808 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs @@ -387,7 +387,7 @@ namespace OpenSim.Region.Framework.Scenes // First, make sore base is limited to the next perms itemCopy.BasePermissions = item.BasePermissions & (item.NextPermissions | (uint)PermissionMask.Move); // By default, current equals base - itemCopy.CurrentPermissions = itemCopy.BasePermissions; + itemCopy.CurrentPermissions = itemCopy.BasePermissions & item.CurrentPermissions; // If this is an object, replace current perms // with folded perms @@ -398,7 +398,7 @@ namespace OpenSim.Region.Framework.Scenes } // Ensure there is no escalation - itemCopy.CurrentPermissions &= item.NextPermissions; + itemCopy.CurrentPermissions &= (item.NextPermissions | (uint)PermissionMask.Move); // Need slam bit on xfer itemCopy.CurrentPermissions |= 8; @@ -899,12 +899,13 @@ namespace OpenSim.Region.Framework.Scenes { agentItem.BasePermissions = taskItem.BasePermissions & (taskItem.NextPermissions | (uint)PermissionMask.Move); if (taskItem.InvType == (int)InventoryType.Object) - agentItem.CurrentPermissions = agentItem.BasePermissions & ((taskItem.CurrentPermissions & 7) << 13); - agentItem.CurrentPermissions = agentItem.BasePermissions ; + agentItem.CurrentPermissions = agentItem.BasePermissions & (((taskItem.CurrentPermissions & 7) << 13) | (taskItem.CurrentPermissions & (uint)PermissionMask.Move)); + else + agentItem.CurrentPermissions = agentItem.BasePermissions & taskItem.CurrentPermissions; agentItem.CurrentPermissions |= 8; agentItem.NextPermissions = taskItem.NextPermissions; - agentItem.EveryOnePermissions = taskItem.EveryonePermissions & taskItem.NextPermissions; + agentItem.EveryOnePermissions = taskItem.EveryonePermissions & (taskItem.NextPermissions | (uint)PermissionMask.Move); agentItem.GroupPermissions = taskItem.GroupPermissions & taskItem.NextPermissions; } else @@ -1086,11 +1087,11 @@ namespace OpenSim.Region.Framework.Scenes if (Permissions.PropagatePermissions()) { destTaskItem.CurrentPermissions = srcTaskItem.CurrentPermissions & - srcTaskItem.NextPermissions; + (srcTaskItem.NextPermissions | (uint)PermissionMask.Move); destTaskItem.GroupPermissions = srcTaskItem.GroupPermissions & - srcTaskItem.NextPermissions; + (srcTaskItem.NextPermissions | (uint)PermissionMask.Move); destTaskItem.EveryonePermissions = srcTaskItem.EveryonePermissions & - srcTaskItem.NextPermissions; + (srcTaskItem.NextPermissions | (uint)PermissionMask.Move); destTaskItem.BasePermissions = srcTaskItem.BasePermissions & (srcTaskItem.NextPermissions | (uint)PermissionMask.Move); destTaskItem.CurrentPermissions |= 8; // Slam!