Change the way the object perms are propagated to attempt to salvage
some older content0.6.9-post-fixes
parent
427ae1087f
commit
59546a348a
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@ -438,29 +438,31 @@ namespace OpenSim.Region.Framework.Scenes
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itemCopy.InvType = item.InvType;
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itemCopy.InvType = item.InvType;
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itemCopy.Folder = recipientFolderId;
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itemCopy.Folder = recipientFolderId;
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if (Permissions.PropagatePermissions())
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if (Permissions.PropagatePermissions() && recipient != senderId)
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{
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{
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// First, make sore base is limited to the next perms
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itemCopy.BasePermissions = item.BasePermissions & item.NextPermissions;
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// By default, current equals base
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itemCopy.CurrentPermissions = itemCopy.BasePermissions;
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// If this is an object, replace current perms
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// with folded perms
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if (item.InvType == (int)InventoryType.Object)
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if (item.InvType == (int)InventoryType.Object)
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{
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{
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itemCopy.BasePermissions &= ~(uint)(PermissionMask.Copy | PermissionMask.Modify | PermissionMask.Transfer);
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itemCopy.CurrentPermissions &= ~(uint)(PermissionMask.Copy | PermissionMask.Modify | PermissionMask.Transfer);
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itemCopy.BasePermissions |= (item.CurrentPermissions & 7) << 13;
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itemCopy.CurrentPermissions |= (item.CurrentPermissions & 7) << 13;
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}
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else
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{
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itemCopy.BasePermissions = item.BasePermissions & item.NextPermissions;
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}
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}
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itemCopy.CurrentPermissions = itemCopy.BasePermissions;
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// Ensure there is no escalation
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if ((item.CurrentPermissions & 8) != 0) // Propagate slam bit
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itemCopy.CurrentPermissions &= item.NextPermissions;
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{
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itemCopy.BasePermissions &= item.NextPermissions;
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// Need slam bit on xfer
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itemCopy.CurrentPermissions = itemCopy.BasePermissions;
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itemCopy.CurrentPermissions |= 8;
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itemCopy.CurrentPermissions |= 8;
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}
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itemCopy.NextPermissions = item.NextPermissions;
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itemCopy.NextPermissions = item.NextPermissions;
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itemCopy.EveryOnePermissions = item.EveryOnePermissions & item.NextPermissions;
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itemCopy.GroupPermissions = item.GroupPermissions & item.NextPermissions;
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itemCopy.EveryOnePermissions = 0;
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itemCopy.GroupPermissions = 0;
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}
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}
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else
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else
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{
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{
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@ -909,12 +911,12 @@ namespace OpenSim.Region.Framework.Scenes
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if ((part.OwnerID != destAgent) && Permissions.PropagatePermissions())
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if ((part.OwnerID != destAgent) && Permissions.PropagatePermissions())
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{
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{
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agentItem.BasePermissions = taskItem.BasePermissions & taskItem.NextPermissions;
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if (taskItem.InvType == (int)InventoryType.Object)
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if (taskItem.InvType == (int)InventoryType.Object)
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agentItem.BasePermissions = taskItem.BasePermissions & ((taskItem.CurrentPermissions & 7) << 13);
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agentItem.CurrentPermissions = agentItem.BasePermissions & ((taskItem.CurrentPermissions & 7) << 13);
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else
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agentItem.CurrentPermissions = agentItem.BasePermissions ;
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agentItem.BasePermissions = taskItem.BasePermissions;
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agentItem.BasePermissions &= taskItem.NextPermissions;
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agentItem.CurrentPermissions |= 8;
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agentItem.CurrentPermissions = agentItem.BasePermissions | 8;
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agentItem.NextPermissions = taskItem.NextPermissions;
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agentItem.NextPermissions = taskItem.NextPermissions;
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agentItem.EveryOnePermissions = taskItem.EveryonePermissions & taskItem.NextPermissions;
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agentItem.EveryOnePermissions = taskItem.EveryonePermissions & taskItem.NextPermissions;
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agentItem.GroupPermissions = taskItem.GroupPermissions & taskItem.NextPermissions;
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agentItem.GroupPermissions = taskItem.GroupPermissions & taskItem.NextPermissions;
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