A stab at making CHANGED_OWNER work

0.7.1-dev
Melanie 2011-04-01 22:04:29 +01:00
parent e974fde953
commit 3a113f9902
2 changed files with 12 additions and 22 deletions

View File

@ -669,25 +669,15 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
part.GroupMask = item.GroupPermissions;
}
group.ApplyNextOwnerPermissions();
}
}
foreach (SceneObjectPart part in group.Parts)
{
if ((part.OwnerID != item.Owner) || (item.CurrentPermissions & 16) != 0)
{
part.LastOwnerID = part.OwnerID;
part.OwnerID = item.Owner;
part.Inventory.ChangeInventoryOwner(item.Owner);
part.GroupMask = 0; // DO NOT propagate here
}
if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0)
part.EveryoneMask = item.EveryOnePermissions;
if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0)
part.NextOwnerMask = item.NextPermissions;
if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteGroup) != 0)
part.GroupMask = item.GroupPermissions;
group.ApplyNextOwnerPermissions();
}
}
rootPart.TrimPermissions();

View File

@ -175,12 +175,12 @@ namespace OpenSim.Region.Framework.Scenes
foreach (TaskInventoryItem item in items)
{
if (ownerId != item.OwnerID)
{
item.LastOwnerID = item.OwnerID;
item.OwnerID = ownerId;
item.PermsMask = 0;
item.PermsGranter = UUID.Zero;
}
item.OwnerChanged = true;
}
}