From: Christopher Yeoh <cyeoh@au1.ibm.com>
This patch makes llAllowInventoryDrop work with the permissions module enabled. Changes include: - Enabled PropagatePermissions when permissions module serverside perms is on - change ownership of item when item is dropped into an object. Ownership changes to the owner of the object the item is dropped into - propagation of permissions if the permissions module enabled (eg next-owner mask applied) - CHANGED_ALLOWED_DROP is now passed to the change script event if an item was allowed to be dropped into the object only because llAllowInventoryDrop is enabled (instead of CHANGED_INVENTORY being passed). - Sets object flags correctly when llAllowInventoryDrop is called so clients are notified immediately of the change in state. Am not sure that calling aggregateScriptEvents is the right way to do it, but it works and seems to be the only way without making further changes to update LocalFlags0.6.1-post-fixes
parent
62317ded9f
commit
5e20e32b69
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@ -591,7 +591,9 @@ namespace OpenSim.Data.Tests
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Assert.That(t.ItemID,Is.EqualTo(id));
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Assert.That(t.LastOwnerID, Is.EqualTo(sog.RootPart.LastOwnerID));
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Assert.That(t.NextPermissions, Is.EqualTo(nextperm));
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Assert.That(t.OwnerID,Is.EqualTo(owner));
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// Ownership changes when you drop an object into an object
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// owned by someone else
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Assert.That(t.OwnerID,Is.EqualTo(sog.RootPart.OwnerID));
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Assert.That(t.CurrentPermissions, Is.EqualTo(curperm));
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Assert.That(t.ParentID,Is.EqualTo(sog.RootPart.FolderID));
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Assert.That(t.ParentPartID,Is.EqualTo(sog.RootPart.UUID));
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@ -277,7 +277,7 @@ namespace OpenSim.Region.Environment.Modules.World.Permissions
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public bool PropagatePermissions()
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{
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return false;
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return !m_bypassPermissions;
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}
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public bool BypassPermissions()
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@ -1179,7 +1179,8 @@ namespace OpenSim.Region.Environment.Scenes
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destTaskItem.InvType = srcTaskItem.InvType;
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destTaskItem.Type = srcTaskItem.Type;
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destPart.AddInventoryItem(destTaskItem);
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destPart.AddInventoryItem(destTaskItem, part.OwnerID!=destPart.OwnerID
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&& ExternalChecks.ExternalChecksPropagatePermissions());
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if ((srcTaskItem.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
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part.RemoveInventoryItem(itemId);
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@ -1249,10 +1250,15 @@ namespace OpenSim.Region.Environment.Scenes
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if (part != null)
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{
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if (!ExternalChecks.ExternalChecksCanEditObjectInventory(part.UUID, remoteClient.AgentId))
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return;
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TaskInventoryItem currentItem = part.GetInventoryItem(itemID);
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bool allowInventoryDrop = (part.GetEffectiveObjectFlags()
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& (uint)PrimFlags.AllowInventoryDrop) != 0;
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// Explicity allow anyone to add to the inventory if the AllowInventoryDrop
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// flag has been set. Don't however let them update an item unless
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// they pass the external checks
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if (!ExternalChecks.ExternalChecksCanEditObjectInventory(part.UUID, remoteClient.AgentId)
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&& (currentItem != null || !allowInventoryDrop ))
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return;
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if (currentItem == null)
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{
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@ -1417,7 +1423,7 @@ namespace OpenSim.Region.Environment.Scenes
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taskItem.PermsMask = 0;
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taskItem.AssetID = asset.FullID;
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part.AddInventoryItem(taskItem);
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part.AddInventoryItem(taskItem, false);
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part.GetProperties(remoteClient);
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part.CreateScriptInstance(taskItem, 0, false, DefaultScriptEngine, 0);
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@ -1512,7 +1518,7 @@ namespace OpenSim.Region.Environment.Scenes
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destTaskItem.InvType = srcTaskItem.InvType;
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destTaskItem.Type = srcTaskItem.Type;
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destPart.AddInventoryItemExclusive(destTaskItem);
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destPart.AddInventoryItemExclusive(destTaskItem, false);
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if (running > 0)
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{
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@ -151,23 +151,42 @@ namespace OpenSim.Region.Environment.Scenes
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taskItem.AssetID = item.AssetID;
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taskItem.Name = item.Name;
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taskItem.Description = item.Description;
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taskItem.OwnerID = item.Owner;
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taskItem.OwnerID = part.OwnerID; // Transfer ownership
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taskItem.CreatorID = item.Creator;
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taskItem.Type = item.AssetType;
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taskItem.InvType = item.InvType;
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if (remoteClient!=null && remoteClient.AgentId!=part.OwnerID &&
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m_scene.ExternalChecks.ExternalChecksPropagatePermissions()) {
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taskItem.BasePermissions = item.BasePermissions & item.NextPermissions;
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taskItem.CurrentPermissions = item.CurrentPermissions & item.NextPermissions;
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taskItem.EveryonePermissions = item.EveryOnePermissions & item.NextPermissions;
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taskItem.NextPermissions = item.NextPermissions;
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taskItem.CurrentPermissions |= 8;
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} else {
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taskItem.BasePermissions = item.BasePermissions;
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taskItem.CurrentPermissions = item.CurrentPermissions;
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// FIXME: ignoring group permissions for now as they aren't stored in item
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taskItem.CurrentPermissions |= 8;
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taskItem.EveryonePermissions = item.EveryOnePermissions;
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taskItem.NextPermissions = item.NextPermissions;
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}
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taskItem.Flags = item.Flags;
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// TODO: These are pending addition of those fields to TaskInventoryItem
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// taskItem.SalePrice = item.SalePrice;
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// taskItem.SaleType = item.SaleType;
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taskItem.CreationDate = (uint)item.CreationDate;
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part.AddInventoryItem(taskItem);
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bool addFromAllowedDrop = false;
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if (remoteClient!=null)
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{
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addFromAllowedDrop = remoteClient.AgentId!=part.OwnerID &&
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m_scene.ExternalChecks.ExternalChecksPropagatePermissions();
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}
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part.AddInventoryItem(taskItem, addFromAllowedDrop);
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return true;
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}
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@ -289,16 +289,16 @@ namespace OpenSim.Region.Environment.Scenes
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/// name is chosen.
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/// </summary>
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/// <param name="item"></param>
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public void AddInventoryItem(TaskInventoryItem item)
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public void AddInventoryItem(TaskInventoryItem item, bool allowedDrop)
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{
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AddInventoryItem(item.Name, item);
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AddInventoryItem(item.Name, item, allowedDrop);
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}
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/// <summary>
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/// Add an item to this prim's inventory. If an item with the same name already exists, it is replaced.
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/// </summary>
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/// <param name="item"></param>
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public void AddInventoryItemExclusive(TaskInventoryItem item)
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public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
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{
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List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_taskInventory.Values);
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foreach (TaskInventoryItem i in il)
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@ -313,7 +313,7 @@ namespace OpenSim.Region.Environment.Scenes
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}
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}
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AddInventoryItem(item.Name, item);
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AddInventoryItem(item.Name, item, allowedDrop);
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}
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/// <summary>
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@ -324,7 +324,10 @@ namespace OpenSim.Region.Environment.Scenes
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/// The item itself. The name within this structure is ignored in favour of the name
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/// given in this method's arguments
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/// </param>
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protected void AddInventoryItem(string name, TaskInventoryItem item)
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/// <param name="allowedDrop">
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// Item was only added to inventory because AllowedDrop is set
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/// </param>
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protected void AddInventoryItem(string name, TaskInventoryItem item, bool allowedDrop)
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{
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name = FindAvailableInventoryName(name);
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if (name == String.Empty)
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@ -337,6 +340,9 @@ namespace OpenSim.Region.Environment.Scenes
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lock (m_taskInventory)
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{
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m_taskInventory.Add(item.ItemID, item);
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if (allowedDrop)
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TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
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else
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TriggerScriptChangedEvent(Changed.INVENTORY);
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}
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@ -4006,6 +4006,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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m_host.ParentGroup.RootPart.AllowedDrop = true;
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else
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m_host.ParentGroup.RootPart.AllowedDrop = false;
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// Update the object flags
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m_host.ParentGroup.RootPart.aggregateScriptEvents();
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}
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public LSL_Vector llGetSunDirection()
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@ -1014,7 +1014,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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taskItem.PermsMask = 0;
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taskItem.AssetID = asset.FullID;
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m_host.AddInventoryItem(taskItem);
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m_host.AddInventoryItem(taskItem, false);
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}
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}
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}
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