update folded permitions if taking from world, or after unfold
parent
04117d9f75
commit
522695c821
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@ -65,9 +65,9 @@ namespace OpenSim.Framework
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return str;
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}
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public static void ApplyFoldedPermissions(uint source, ref uint target)
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public static void ApplyFoldedPermissions(uint foldedSourcePerms, ref uint targetPerms)
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{
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uint folded = source & (uint)PermissionMask.FoldedMask;
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uint folded = foldedSourcePerms & (uint)PermissionMask.FoldedMask;
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if(folded == 0) // invalid we need to ignore
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return;
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@ -75,15 +75,15 @@ namespace OpenSim.Framework
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folded &= (uint)PermissionMask.UnfoldedMask; // not really necessary but well
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folded |= ~(uint)PermissionMask.UnfoldedMask;
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uint tmp = target;
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uint tmp = targetPerms;
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tmp &= folded;
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target = tmp;
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targetPerms = tmp;
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}
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// do not touch MOD
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public static void ApplyNoModFoldedPermissions(uint source, ref uint target)
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public static void ApplyNoModFoldedPermissions(uint foldedSourcePerms, ref uint target)
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{
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uint folded = source & (uint)PermissionMask.FoldedMask;
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uint folded = foldedSourcePerms & (uint)PermissionMask.FoldedMask;
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if(folded == 0) // invalid we need to ignore
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return;
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@ -96,5 +96,21 @@ namespace OpenSim.Framework
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target = tmp;
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}
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public static uint FixAndFoldPermissions(uint perms)
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{
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uint tmp = perms;
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// C & T rule
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if((tmp & (uint)(PermissionMask.Copy | PermissionMask.Transfer)) == 0)
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tmp |= (uint)PermissionMask.Transfer;
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// unlock
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tmp |= (uint)PermissionMask.Move;
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tmp &= ~(uint)PermissionMask.FoldedMask;
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tmp |= ((tmp >> (int)PermissionMask.FoldingShift) & (uint)PermissionMask.FoldedMask);
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return tmp;
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}
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}
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}
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@ -594,16 +594,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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uint basePerms = effectivePerms & so.RootPart.NextOwnerMask;
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// rebuild folded perms since we don't have then on inworld objects
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// possible existent ones where already unfolded
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if((basePerms & (uint)PermissionMask.Copy) == 0)
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basePerms |= (uint)PermissionMask.Transfer;
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// unlock
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basePerms |= (uint)PermissionMask.Move;
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basePerms &= ~(uint)PermissionMask.FoldedMask;
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basePerms |= ((basePerms >> (int)PermissionMask.FoldingShift) & (uint)PermissionMask.FoldedMask);
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basePerms = PermissionsUtil.FixAndFoldPermissions(basePerms);
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item.BasePermissions = basePerms;
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item.CurrentPermissions = item.BasePermissions;
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@ -1146,9 +1137,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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if ((item.BasePermissions & (uint)PermissionMask.FoldedMask) != 0)
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{
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// We have permissions stored there so use them
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part.NextOwnerMask = ((item.BasePermissions & 7) << 13);
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if ((item.BasePermissions & (uint)PermissionMask.FoldedExport) != 0)
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part.NextOwnerMask |= (uint)PermissionMask.Export;
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part.NextOwnerMask = ((item.BasePermissions & (uint)PermissionMask.FoldedMask) << (int)PermissionMask.FoldingShift);
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part.NextOwnerMask |= (uint)PermissionMask.Move;
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}
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else
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@ -210,9 +210,9 @@ namespace OpenSim.Region.CoreModules.World.Objects.BuySell
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PermissionsUtil.ApplyFoldedPermissions(perms, ref perms);
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item.BasePermissions = perms & part.NextOwnerMask;
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perms &= part.NextOwnerMask;
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// we need to rebuild folded here
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item.BasePermissions = PermissionsUtil.FixAndFoldPermissions(perms);
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item.CurrentPermissions = item.BasePermissions;
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item.NextPermissions = part.NextOwnerMask;
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@ -1272,14 +1272,16 @@ namespace OpenSim.Region.Framework.Scenes
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{
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uint perms = agentItem.BasePermissions;
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PermissionsUtil.ApplyFoldedPermissions(taskItem.CurrentPermissions, ref perms );
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agentItem.BasePermissions = perms;
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// perms |= (uint)PermissionMask.Move;
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// agentItem.BasePermissions = perms;
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agentItem.BasePermissions = PermissionsUtil.FixAndFoldPermissions(perms);
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}
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else
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agentItem.BasePermissions &= taskItem.CurrentPermissions;
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// always unlock
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agentItem.BasePermissions |= (uint)PermissionMask.Move;
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agentItem.CurrentPermissions = agentItem.BasePermissions;
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agentItem.Flags |= (uint)InventoryItemFlags.ObjectSlamPerm;
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