diff --git a/OpenSim/ApplicationPlugins/RemoteController/RemoteAdminPlugin.cs b/OpenSim/ApplicationPlugins/RemoteController/RemoteAdminPlugin.cs index a5c9fb4c48..597b4397c5 100644 --- a/OpenSim/ApplicationPlugins/RemoteController/RemoteAdminPlugin.cs +++ b/OpenSim/ApplicationPlugins/RemoteController/RemoteAdminPlugin.cs @@ -3053,11 +3053,13 @@ namespace OpenSim.ApplicationPlugins.RemoteController { if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) { - uint perms = item.CurrentPermissions; - PermissionsUtil.ApplyFoldedPermissions(item.CurrentPermissions, ref perms); - item.CurrentPermissions = perms; + if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) + item.CurrentPermissions &= ~(uint)PermissionMask.Copy; + if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) + item.CurrentPermissions &= ~(uint)PermissionMask.Transfer; + if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0) + item.CurrentPermissions &= ~(uint)PermissionMask.Modify; } - item.CurrentPermissions &= item.NextPermissions; item.BasePermissions &= item.NextPermissions; item.EveryOnePermissions &= item.NextPermissions; diff --git a/OpenSim/Framework/PermissionsUtil.cs b/OpenSim/Framework/PermissionsUtil.cs index 5d3186da62..3dce04dde0 100644 --- a/OpenSim/Framework/PermissionsUtil.cs +++ b/OpenSim/Framework/PermissionsUtil.cs @@ -64,24 +64,5 @@ namespace OpenSim.Framework str = "."; return str; } - - /// - /// Applies an object's folded permissions to its regular permissions. - /// - /// The folded permissions. Only the lowest 7 bits are examined. - /// The permissions variable to modify. - public static void ApplyFoldedPermissions(uint foldedPerms, ref uint mainPerms) - { -// if ((foldedPerms & 7) == 0) -// return; // assume that if the folded permissions are 0 then this means that they weren't actually recorded - - if ((foldedPerms & ((uint)PermissionMask.Copy >> 13)) == 0) - mainPerms &= ~(uint)PermissionMask.Copy; - if ((foldedPerms & ((uint)PermissionMask.Transfer >> 13)) == 0) - mainPerms &= ~(uint)PermissionMask.Transfer; - if ((foldedPerms & ((uint)PermissionMask.Modify >> 13)) == 0) - mainPerms &= ~(uint)PermissionMask.Modify; - } - } } diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs index fcf373bc38..4fb4cc2360 100644 --- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs +++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs @@ -532,17 +532,13 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess } else { + AddPermissions(item, objlist[0], objlist, remoteClient); + item.CreationDate = Util.UnixTimeSinceEpoch(); item.Description = asset.Description; item.Name = asset.Name; item.AssetType = asset.Type; - //preserve perms on return - if(DeRezAction.Return == action) - AddPermissions(item, objlist[0], objlist, null); - else - AddPermissions(item, objlist[0], objlist, remoteClient); - m_Scene.AddInventoryItem(item); if (remoteClient != null && item.Owner == remoteClient.AgentId) @@ -599,15 +595,19 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess } effectivePerms |= (uint)PermissionMask.Move; - //PermissionsUtil.LogPermissions(item.Name, "Before AddPermissions", item.BasePermissions, item.CurrentPermissions, item.NextPermissions); - if (remoteClient != null && (remoteClient.AgentId != so.RootPart.OwnerID) && m_Scene.Permissions.PropagatePermissions()) { // Changing ownership, so apply the "Next Owner" permissions to all of the // inventory item's permissions. uint perms = effectivePerms; - PermissionsUtil.ApplyFoldedPermissions(effectivePerms, ref perms); + 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; @@ -640,10 +640,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess (uint)PermissionMask.Move | (uint)PermissionMask.Export | 7); // Preserve folded permissions - } - - //PermissionsUtil.LogPermissions(item.Name, "After AddPermissions", item.BasePermissions, item.CurrentPermissions, item.NextPermissions); - + } + return item; } diff --git a/OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs b/OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs index b7f01be16c..283735889f 100644 --- a/OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs +++ b/OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs @@ -211,7 +211,13 @@ namespace OpenSim.Region.CoreModules.World.Objects.BuySell item.InvType = (int)InventoryType.Object; item.Folder = categoryID; - PermissionsUtil.ApplyFoldedPermissions(perms, ref perms); + 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 & part.NextOwnerMask; item.CurrentPermissions = perms & part.NextOwnerMask; diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs index e3ccf96fbe..9c8dbb69f9 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs @@ -681,13 +681,17 @@ namespace OpenSim.Region.Framework.Scenes // a mask if (item.InvType == (int)InventoryType.Object) { + // Create a safe mask for the current perms + uint foldedPerms = (item.CurrentPermissions & 7) << 13; + foldedPerms |= permsMask; + bool isRootMod = (item.CurrentPermissions & (uint)PermissionMask.Modify) != 0 ? true : false; // Mask the owner perms to the folded perms - PermissionsUtil.ApplyFoldedPermissions(item.CurrentPermissions, ref ownerPerms); - PermissionsUtil.ApplyFoldedPermissions(item.CurrentPermissions, ref basePerms); + ownerPerms &= foldedPerms; + basePerms &= foldedPerms; // If the root was mod, let the mask reflect that // We also need to adjust the base here, because @@ -1240,19 +1244,9 @@ namespace OpenSim.Region.Framework.Scenes { agentItem.BasePermissions = taskItem.BasePermissions & (taskItem.NextPermissions | (uint)PermissionMask.Move); if (taskItem.InvType == (int)InventoryType.Object) - { - // Bake the new base permissions from folded permissions - // The folded perms are in the lowest 3 bits of the current perms - // We use base permissions here to avoid baking the "Locked" status - // into the item as it is passed. - uint perms = taskItem.BasePermissions & taskItem.NextPermissions; - PermissionsUtil.ApplyFoldedPermissions(taskItem.CurrentPermissions, ref perms); - // Avoid the "lock trap" - move must always be enabled but the above may remove it - // Add it back here. - agentItem.BasePermissions = perms | (uint)PermissionMask.Move; - // Newly given items cannot be "locked" on rez. Make sure by - // setting current equal to base. - } + agentItem.CurrentPermissions = agentItem.BasePermissions & (((taskItem.CurrentPermissions & 7) << 13) | (taskItem.CurrentPermissions & (uint)PermissionMask.Move)); + else + agentItem.CurrentPermissions = agentItem.BasePermissions & taskItem.CurrentPermissions; agentItem.CurrentPermissions = agentItem.BasePermissions; diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs index a50f162055..45c3ebdbe1 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs @@ -1358,12 +1358,19 @@ namespace OpenSim.Region.Framework.Scenes { if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) { - if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) - item.CurrentPermissions &= ~(uint)PermissionMask.Copy; - if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) - item.CurrentPermissions &= ~(uint)PermissionMask.Transfer; - if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0) - item.CurrentPermissions &= ~(uint)PermissionMask.Modify; +// m_log.DebugFormat ( +// "[SCENE OBJECT PART INVENTORY]: Applying next permissions {0} to {1} in {2} with current {3}, base {4}, everyone {5}", +// item.NextPermissions, item.Name, m_part.Name, item.CurrentPermissions, item.BasePermissions, item.EveryonePermissions); + + if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) + { + if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) + item.CurrentPermissions &= ~(uint)PermissionMask.Copy; + if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) + item.CurrentPermissions &= ~(uint)PermissionMask.Transfer; + if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0) + item.CurrentPermissions &= ~(uint)PermissionMask.Modify; + } } item.CurrentPermissions &= item.NextPermissions; item.BasePermissions &= item.NextPermissions;