Fix errors introduced by incomplete understanding of what folded perms are

melanie
Melanie Thielker 2017-01-06 13:17:43 +00:00
parent c707955517
commit 4385d7d693
6 changed files with 46 additions and 58 deletions

View File

@ -3053,11 +3053,13 @@ namespace OpenSim.ApplicationPlugins.RemoteController
{ {
if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
{ {
uint perms = item.CurrentPermissions; if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
PermissionsUtil.ApplyFoldedPermissions(item.CurrentPermissions, ref perms); item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
item.CurrentPermissions = perms; 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.CurrentPermissions &= item.NextPermissions;
item.BasePermissions &= item.NextPermissions; item.BasePermissions &= item.NextPermissions;
item.EveryOnePermissions &= item.NextPermissions; item.EveryOnePermissions &= item.NextPermissions;

View File

@ -64,24 +64,5 @@ namespace OpenSim.Framework
str = "."; str = ".";
return str; return str;
} }
/// <summary>
/// Applies an object's folded permissions to its regular permissions.
/// </summary>
/// <param name="foldedPerms">The folded permissions. Only the lowest 7 bits are examined.</param>
/// <param name="mainPerms">The permissions variable to modify.</param>
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;
}
} }
} }

View File

@ -532,17 +532,13 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
} }
else else
{ {
AddPermissions(item, objlist[0], objlist, remoteClient);
item.CreationDate = Util.UnixTimeSinceEpoch(); item.CreationDate = Util.UnixTimeSinceEpoch();
item.Description = asset.Description; item.Description = asset.Description;
item.Name = asset.Name; item.Name = asset.Name;
item.AssetType = asset.Type; 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); m_Scene.AddInventoryItem(item);
if (remoteClient != null && item.Owner == remoteClient.AgentId) if (remoteClient != null && item.Owner == remoteClient.AgentId)
@ -599,15 +595,19 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
} }
effectivePerms |= (uint)PermissionMask.Move; 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()) if (remoteClient != null && (remoteClient.AgentId != so.RootPart.OwnerID) && m_Scene.Permissions.PropagatePermissions())
{ {
// Changing ownership, so apply the "Next Owner" permissions to all of the // Changing ownership, so apply the "Next Owner" permissions to all of the
// inventory item's permissions. // inventory item's permissions.
uint perms = effectivePerms; 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.BasePermissions = perms & so.RootPart.NextOwnerMask;
item.CurrentPermissions = item.BasePermissions; item.CurrentPermissions = item.BasePermissions;
@ -642,8 +642,6 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
7); // Preserve folded permissions 7); // Preserve folded permissions
} }
//PermissionsUtil.LogPermissions(item.Name, "After AddPermissions", item.BasePermissions, item.CurrentPermissions, item.NextPermissions);
return item; return item;
} }

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@ -211,7 +211,13 @@ namespace OpenSim.Region.CoreModules.World.Objects.BuySell
item.InvType = (int)InventoryType.Object; item.InvType = (int)InventoryType.Object;
item.Folder = categoryID; 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.BasePermissions = perms & part.NextOwnerMask;
item.CurrentPermissions = perms & part.NextOwnerMask; item.CurrentPermissions = perms & part.NextOwnerMask;

View File

@ -681,13 +681,17 @@ namespace OpenSim.Region.Framework.Scenes
// a mask // a mask
if (item.InvType == (int)InventoryType.Object) 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 & bool isRootMod = (item.CurrentPermissions &
(uint)PermissionMask.Modify) != 0 ? (uint)PermissionMask.Modify) != 0 ?
true : false; true : false;
// Mask the owner perms to the folded perms // Mask the owner perms to the folded perms
PermissionsUtil.ApplyFoldedPermissions(item.CurrentPermissions, ref ownerPerms); ownerPerms &= foldedPerms;
PermissionsUtil.ApplyFoldedPermissions(item.CurrentPermissions, ref basePerms); basePerms &= foldedPerms;
// If the root was mod, let the mask reflect that // If the root was mod, let the mask reflect that
// We also need to adjust the base here, because // 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); agentItem.BasePermissions = taskItem.BasePermissions & (taskItem.NextPermissions | (uint)PermissionMask.Move);
if (taskItem.InvType == (int)InventoryType.Object) if (taskItem.InvType == (int)InventoryType.Object)
{ agentItem.CurrentPermissions = agentItem.BasePermissions & (((taskItem.CurrentPermissions & 7) << 13) | (taskItem.CurrentPermissions & (uint)PermissionMask.Move));
// Bake the new base permissions from folded permissions else
// The folded perms are in the lowest 3 bits of the current perms agentItem.CurrentPermissions = agentItem.BasePermissions & taskItem.CurrentPermissions;
// 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; agentItem.CurrentPermissions = agentItem.BasePermissions;

View File

@ -1358,6 +1358,12 @@ namespace OpenSim.Region.Framework.Scenes
{ {
if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
{ {
// 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) if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
item.CurrentPermissions &= ~(uint)PermissionMask.Copy; item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
@ -1365,6 +1371,7 @@ namespace OpenSim.Region.Framework.Scenes
if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0) if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
item.CurrentPermissions &= ~(uint)PermissionMask.Modify; item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
} }
}
item.CurrentPermissions &= item.NextPermissions; item.CurrentPermissions &= item.NextPermissions;
item.BasePermissions &= item.NextPermissions; item.BasePermissions &= item.NextPermissions;
item.EveryonePermissions &= item.NextPermissions; item.EveryonePermissions &= item.NextPermissions;