Fix Copy on Ray, Drag Copy and other little things. Removed the wrong and
nonworking ownership assignment in SOG, which messed things up before. No longer trust the client to send the ID of the person something is copied as, since it allows to run a script with someone else's permissions. Properly adjust inventory ownership and perms.prebuild-update
parent
1499fd85c4
commit
4cdda2cae9
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@ -6303,8 +6303,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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if (handlerObjectDuplicate != null)
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if (handlerObjectDuplicate != null)
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{
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{
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handlerObjectDuplicate(dupe.ObjectData[i].ObjectLocalID, dupe.SharedData.Offset,
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handlerObjectDuplicate(dupe.ObjectData[i].ObjectLocalID, dupe.SharedData.Offset,
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dupe.SharedData.DuplicateFlags, AgentandGroupData.AgentID,
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dupe.SharedData.DuplicateFlags, AgentId,
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AgentandGroupData.GroupID);
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m_activeGroupID);
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}
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}
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}
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}
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@ -6894,7 +6894,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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if (handlerObjectDuplicateOnRay != null)
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if (handlerObjectDuplicateOnRay != null)
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{
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{
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handlerObjectDuplicateOnRay(dupeOnRay.ObjectData[i].ObjectLocalID, dupeOnRay.AgentData.DuplicateFlags,
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handlerObjectDuplicateOnRay(dupeOnRay.ObjectData[i].ObjectLocalID, dupeOnRay.AgentData.DuplicateFlags,
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dupeOnRay.AgentData.AgentID, dupeOnRay.AgentData.GroupID, dupeOnRay.AgentData.RayTargetID, dupeOnRay.AgentData.RayEnd,
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AgentId, m_activeGroupID, dupeOnRay.AgentData.RayTargetID, dupeOnRay.AgentData.RayEnd,
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dupeOnRay.AgentData.RayStart, dupeOnRay.AgentData.BypassRaycast, dupeOnRay.AgentData.RayEndIsIntersection,
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dupeOnRay.AgentData.RayStart, dupeOnRay.AgentData.BypassRaycast, dupeOnRay.AgentData.RayEndIsIntersection,
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dupeOnRay.AgentData.CopyCenters, dupeOnRay.AgentData.CopyRotates);
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dupeOnRay.AgentData.CopyCenters, dupeOnRay.AgentData.CopyRotates);
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}
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}
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@ -1750,7 +1750,7 @@ namespace OpenSim.Region.Framework.Scenes
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SceneObjectGroup copy = original.Copy(AgentID, GroupID, true);
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SceneObjectGroup copy = original.Copy(AgentID, GroupID, true);
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copy.AbsolutePosition = copy.AbsolutePosition + offset;
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copy.AbsolutePosition = copy.AbsolutePosition + offset;
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if (copy.OwnerID != AgentID)
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if (original.OwnerID != AgentID)
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{
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{
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copy.SetOwnerId(AgentID);
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copy.SetOwnerId(AgentID);
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copy.SetRootPartOwner(copy.RootPart, AgentID, GroupID);
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copy.SetRootPartOwner(copy.RootPart, AgentID, GroupID);
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@ -1551,7 +1551,9 @@ namespace OpenSim.Region.Framework.Scenes
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dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z);
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dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z);
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if (!userExposed)
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if (!userExposed)
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{
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dupe.RootPart.IsAttachment = previousAttachmentStatus;
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dupe.RootPart.IsAttachment = previousAttachmentStatus;
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}
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dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed);
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dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed);
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dupe.m_rootPart.LinkNum = m_rootPart.LinkNum;
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dupe.m_rootPart.LinkNum = m_rootPart.LinkNum;
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@ -1576,16 +1578,6 @@ namespace OpenSim.Region.Framework.Scenes
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dupe.RootPart.DoPhysicsPropertyUpdate(dupe.RootPart.PhysActor.IsPhysical, true);
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dupe.RootPart.DoPhysicsPropertyUpdate(dupe.RootPart.PhysActor.IsPhysical, true);
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}
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}
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// Now we've made a copy that replaces this one, we need to
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// switch the owner to the person who did the copying
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// Second Life copies an object and duplicates the first one in it's place
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// So, we have to make a copy of this one, set it in it's place then set the owner on this one
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if (userExposed)
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{
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SetRootPartOwner(m_rootPart, cAgentID, cGroupID);
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m_rootPart.ScheduleFullUpdate();
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}
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List<SceneObjectPart> partList;
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List<SceneObjectPart> partList;
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lock (m_parts)
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lock (m_parts)
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@ -1606,12 +1598,6 @@ namespace OpenSim.Region.Framework.Scenes
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SceneObjectPart newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed);
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SceneObjectPart newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed);
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newPart.LinkNum = part.LinkNum;
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newPart.LinkNum = part.LinkNum;
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if (userExposed)
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{
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SetPartOwner(newPart, cAgentID, cGroupID);
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newPart.ScheduleFullUpdate();
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}
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}
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}
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}
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}
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