A stab at making CHANGED_OWNER work
parent
e974fde953
commit
3a113f9902
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@ -669,25 +669,15 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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part.GroupMask = item.GroupPermissions;
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}
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group.ApplyNextOwnerPermissions();
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}
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}
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foreach (SceneObjectPart part in group.Parts)
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{
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if ((part.OwnerID != item.Owner) || (item.CurrentPermissions & 16) != 0)
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{
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part.LastOwnerID = part.OwnerID;
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part.OwnerID = item.Owner;
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part.Inventory.ChangeInventoryOwner(item.Owner);
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part.GroupMask = 0; // DO NOT propagate here
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}
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if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0)
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part.EveryoneMask = item.EveryOnePermissions;
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if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0)
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part.NextOwnerMask = item.NextPermissions;
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if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteGroup) != 0)
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part.GroupMask = item.GroupPermissions;
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group.ApplyNextOwnerPermissions();
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}
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}
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rootPart.TrimPermissions();
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@ -175,12 +175,12 @@ namespace OpenSim.Region.Framework.Scenes
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foreach (TaskInventoryItem item in items)
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{
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if (ownerId != item.OwnerID)
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{
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item.LastOwnerID = item.OwnerID;
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item.OwnerID = ownerId;
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item.PermsMask = 0;
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item.PermsGranter = UUID.Zero;
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}
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item.OwnerChanged = true;
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}
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}
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