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;