Merge branch 'justincc-master'
commit
5e72de1908
|
@ -2763,15 +2763,13 @@ namespace OpenSim.ApplicationPlugins.RemoteController
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/// </summary>
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private void ApplyNextOwnerPermissions(InventoryItemBase item)
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{
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if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
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if (item.InvType == (int)InventoryType.Object)
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{
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if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
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item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
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if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
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item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
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if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
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item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
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uint perms = item.CurrentPermissions;
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PermissionsUtil.ApplyFoldedPermissions(item.CurrentPermissions, ref perms);
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item.CurrentPermissions = perms;
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}
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item.CurrentPermissions &= item.NextPermissions;
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item.BasePermissions &= item.NextPermissions;
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item.EveryOnePermissions &= item.NextPermissions;
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@ -0,0 +1,87 @@
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.Reflection;
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using System.Text;
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using log4net;
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namespace OpenSim.Framework
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{
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public static class PermissionsUtil
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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/// <summary>
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/// Logs permissions flags. Useful when debugging permission problems.
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/// </summary>
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/// <param name="message"></param>
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public static void LogPermissions(String name, String message, uint basePerm, uint curPerm, uint nextPerm)
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{
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m_log.DebugFormat("Permissions of \"{0}\" at \"{1}\": Base {2} ({3:X4}), Current {4} ({5:X4}), NextOwner {6} ({7:X4})",
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name, message,
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PermissionsToString(basePerm), basePerm, PermissionsToString(curPerm), curPerm, PermissionsToString(nextPerm), nextPerm);
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}
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/// <summary>
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/// Converts a permissions bit-mask to a string (e.g., "MCT").
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/// </summary>
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private static string PermissionsToString(uint perms)
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{
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string str = "";
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if ((perms & (int)PermissionMask.Modify) != 0)
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str += "M";
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if ((perms & (int)PermissionMask.Copy) != 0)
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str += "C";
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if ((perms & (int)PermissionMask.Transfer) != 0)
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str += "T";
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if (str == "")
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str = ".";
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return str;
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}
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/// <summary>
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/// Applies an object's folded permissions to its regular permissions.
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/// </summary>
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/// <param name="foldedPerms">The folded permissions. Only the lowest 7 bits are examined.</param>
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/// <param name="mainPerms">The permissions variable to modify.</param>
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public static void ApplyFoldedPermissions(uint foldedPerms, ref uint mainPerms)
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{
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if ((foldedPerms & 7) == 0)
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return; // assume that if the folded permissions are 0 then this means that they weren't actually recorded
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if ((foldedPerms & ((uint)PermissionMask.Copy >> 13)) == 0)
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mainPerms &= ~(uint)PermissionMask.Copy;
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if ((foldedPerms & ((uint)PermissionMask.Transfer >> 13)) == 0)
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mainPerms &= ~(uint)PermissionMask.Transfer;
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if ((foldedPerms & ((uint)PermissionMask.Modify >> 13)) == 0)
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mainPerms &= ~(uint)PermissionMask.Modify;
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}
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}
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}
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@ -412,17 +412,28 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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if (item == null)
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return null;
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item.CreatorId = objlist[0].RootPart.CreatorID.ToString();
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item.CreatorData = objlist[0].RootPart.CreatorData;
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// Can't know creator is the same, so null it in inventory
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if (objlist.Count > 1)
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{
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item.CreatorId = UUID.Zero.ToString();
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item.Flags = (uint)InventoryItemFlags.ObjectHasMultipleItems;
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// If the objects have different creators then don't specify a creator at all
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foreach (SceneObjectGroup objectGroup in objlist)
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{
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if ((objectGroup.RootPart.CreatorID.ToString() != item.CreatorId)
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|| (objectGroup.RootPart.CreatorData.ToString() != item.CreatorData))
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{
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item.CreatorId = UUID.Zero.ToString();
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item.CreatorData = string.Empty;
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break;
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}
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}
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}
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else
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{
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item.CreatorId = objlist[0].RootPart.CreatorID.ToString();
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item.CreatorData = objlist[0].RootPart.CreatorData;
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item.SaleType = objlist[0].RootPart.ObjectSaleType;
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item.SalePrice = objlist[0].RootPart.SalePrice;
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}
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@ -443,13 +454,13 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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}
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else
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{
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AddPermissions(item, objlist[0], objlist, remoteClient);
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item.CreationDate = Util.UnixTimeSinceEpoch();
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item.Description = asset.Description;
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item.Name = asset.Name;
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item.AssetType = asset.Type;
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AddPermissions(item, objlist[0], objlist, remoteClient);
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m_Scene.AddInventoryItem(item);
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if (remoteClient != null && item.Owner == remoteClient.AgentId)
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@ -491,39 +502,42 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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IClientAPI remoteClient)
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{
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uint effectivePerms = (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify | PermissionMask.Move | PermissionMask.Export) | 7;
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uint allObjectsNextOwnerPerms = 0x7fffffff;
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uint allObjectsEveryOnePerms = 0x7fffffff;
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uint allObjectsGroupPerms = 0x7fffffff;
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foreach (SceneObjectGroup grp in objsForEffectivePermissions)
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{
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effectivePerms &= grp.GetEffectivePermissions();
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allObjectsNextOwnerPerms &= grp.RootPart.NextOwnerMask;
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allObjectsEveryOnePerms &= grp.RootPart.EveryoneMask;
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allObjectsGroupPerms &= grp.RootPart.GroupMask;
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}
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effectivePerms |= (uint)PermissionMask.Move;
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//PermissionsUtil.LogPermissions(item.Name, "Before AddPermissions", item.BasePermissions, item.CurrentPermissions, item.NextPermissions);
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if (remoteClient != null && (remoteClient.AgentId != so.RootPart.OwnerID) && m_Scene.Permissions.PropagatePermissions())
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{
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uint perms = effectivePerms;
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uint nextPerms = (perms & 7) << 13;
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if ((nextPerms & (uint)PermissionMask.Copy) == 0)
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perms &= ~(uint)PermissionMask.Copy;
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if ((nextPerms & (uint)PermissionMask.Transfer) == 0)
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perms &= ~(uint)PermissionMask.Transfer;
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if ((nextPerms & (uint)PermissionMask.Modify) == 0)
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perms &= ~(uint)PermissionMask.Modify;
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PermissionsUtil.ApplyFoldedPermissions(effectivePerms, ref perms);
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item.BasePermissions = perms & so.RootPart.NextOwnerMask;
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item.BasePermissions = perms & allObjectsNextOwnerPerms;
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item.CurrentPermissions = item.BasePermissions;
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item.NextPermissions = perms & so.RootPart.NextOwnerMask;
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item.EveryOnePermissions = so.RootPart.EveryoneMask & so.RootPart.NextOwnerMask;
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item.GroupPermissions = so.RootPart.GroupMask & so.RootPart.NextOwnerMask;
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item.NextPermissions = perms & allObjectsNextOwnerPerms;
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item.EveryOnePermissions = allObjectsEveryOnePerms & allObjectsNextOwnerPerms;
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item.GroupPermissions = allObjectsGroupPerms & allObjectsNextOwnerPerms;
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// Magic number badness. Maybe this deserves an enum.
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// bit 4 (16) is the "Slam" bit, it means treat as passed
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// and apply next owner perms on rez
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item.CurrentPermissions |= 16; // Slam!
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// apply next owner perms on rez
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item.CurrentPermissions |= SceneObjectGroup.SLAM;
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}
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else
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{
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item.BasePermissions = effectivePerms;
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item.CurrentPermissions = effectivePerms;
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item.NextPermissions = so.RootPart.NextOwnerMask & effectivePerms;
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item.EveryOnePermissions = so.RootPart.EveryoneMask & effectivePerms;
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item.GroupPermissions = so.RootPart.GroupMask & effectivePerms;
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item.NextPermissions = allObjectsNextOwnerPerms & effectivePerms;
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item.EveryOnePermissions = allObjectsEveryOnePerms & effectivePerms;
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item.GroupPermissions = allObjectsGroupPerms & effectivePerms;
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item.CurrentPermissions &=
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((uint)PermissionMask.Copy |
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@ -532,8 +546,10 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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(uint)PermissionMask.Move |
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(uint)PermissionMask.Export |
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7); // Preserve folded permissions
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}
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}
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//PermissionsUtil.LogPermissions(item.Name, "After AddPermissions", item.BasePermissions, item.CurrentPermissions, item.NextPermissions);
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return item;
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}
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@ -809,11 +825,15 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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group.RootPart.Shape.LastAttachPoint = (byte)group.AttachmentPoint;
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}
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foreach (SceneObjectPart part in group.Parts)
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if (item == null)
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{
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// Make the rezzer the owner, as this is not necessarily set correctly in the serialized asset.
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part.LastOwnerID = part.OwnerID;
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part.OwnerID = remoteClient.AgentId;
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// Change ownership. Normally this is done in DoPreRezWhenFromItem(), but in this case we must do it here.
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foreach (SceneObjectPart part in group.Parts)
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{
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// Make the rezzer the owner, as this is not necessarily set correctly in the serialized asset.
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part.LastOwnerID = part.OwnerID;
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part.OwnerID = remoteClient.AgentId;
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}
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}
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if (!attachment)
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@ -969,44 +989,19 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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// "[INVENTORY ACCESS MODULE]: rootPart.OwnedID {0}, item.Owner {1}, item.CurrentPermissions {2:X}",
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// rootPart.OwnerID, item.Owner, item.CurrentPermissions);
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if ((rootPart.OwnerID != item.Owner) ||
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(item.CurrentPermissions & 16) != 0)
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if ((rootPart.OwnerID != item.Owner) || (item.CurrentPermissions & SceneObjectGroup.SLAM) != 0)
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{
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//Need to kill the for sale here
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rootPart.ObjectSaleType = 0;
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rootPart.SalePrice = 10;
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if (m_Scene.Permissions.PropagatePermissions())
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{
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foreach (SceneObjectPart part in so.Parts)
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{
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if ((item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0)
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{
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part.EveryoneMask = item.EveryOnePermissions;
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part.NextOwnerMask = item.NextPermissions;
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}
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part.GroupMask = 0; // DO NOT propagate here
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}
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so.ApplyNextOwnerPermissions();
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}
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}
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foreach (SceneObjectPart part in so.Parts)
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{
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part.FromUserInventoryItemID = fromUserInventoryItemId;
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if ((part.OwnerID != item.Owner) ||
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(item.CurrentPermissions & 16) != 0)
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{
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part.Inventory.ChangeInventoryOwner(item.Owner);
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part.GroupMask = 0; // DO NOT propagate here
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}
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part.EveryoneMask = item.EveryOnePermissions;
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part.NextOwnerMask = item.NextPermissions;
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part.ApplyPermissionsOnRez(item, true, m_Scene);
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}
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rootPart.TrimPermissions();
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if (isAttachment)
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|
|
|
@ -198,13 +198,7 @@ namespace OpenSim.Region.CoreModules.World.Objects.BuySell
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item.InvType = (int)InventoryType.Object;
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item.Folder = categoryID;
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uint nextPerms=(perms & 7) << 13;
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if ((nextPerms & (uint)PermissionMask.Copy) == 0)
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perms &= ~(uint)PermissionMask.Copy;
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if ((nextPerms & (uint)PermissionMask.Transfer) == 0)
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perms &= ~(uint)PermissionMask.Transfer;
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if ((nextPerms & (uint)PermissionMask.Modify) == 0)
|
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perms &= ~(uint)PermissionMask.Modify;
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PermissionsUtil.ApplyFoldedPermissions(perms, ref perms);
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item.BasePermissions = perms & part.NextOwnerMask;
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item.CurrentPermissions = perms & part.NextOwnerMask;
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|
|
|
@ -669,17 +669,13 @@ namespace OpenSim.Region.Framework.Scenes
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// a mask
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if (item.InvType == (int)InventoryType.Object)
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{
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// Create a safe mask for the current perms
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uint foldedPerms = (item.CurrentPermissions & 7) << 13;
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foldedPerms |= permsMask;
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|
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bool isRootMod = (item.CurrentPermissions &
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(uint)PermissionMask.Modify) != 0 ?
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true : false;
|
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|
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// Mask the owner perms to the folded perms
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ownerPerms &= foldedPerms;
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basePerms &= foldedPerms;
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PermissionsUtil.ApplyFoldedPermissions(item.CurrentPermissions, ref ownerPerms);
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PermissionsUtil.ApplyFoldedPermissions(item.CurrentPermissions, ref basePerms);
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// If the root was mod, let the mask reflect that
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// We also need to adjust the base here, because
|
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|
@ -1209,9 +1205,16 @@ namespace OpenSim.Region.Framework.Scenes
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{
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agentItem.BasePermissions = taskItem.BasePermissions & (taskItem.NextPermissions | (uint)PermissionMask.Move);
|
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if (taskItem.InvType == (int)InventoryType.Object)
|
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agentItem.CurrentPermissions = agentItem.BasePermissions & (((taskItem.CurrentPermissions & 7) << 13) | (taskItem.CurrentPermissions & (uint)PermissionMask.Move));
|
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{
|
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uint perms = taskItem.CurrentPermissions;
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PermissionsUtil.ApplyFoldedPermissions(taskItem.CurrentPermissions, ref perms);
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agentItem.BasePermissions = perms | (uint)PermissionMask.Move;
|
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agentItem.CurrentPermissions = agentItem.BasePermissions;
|
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}
|
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else
|
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{
|
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agentItem.CurrentPermissions = agentItem.BasePermissions & taskItem.CurrentPermissions;
|
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}
|
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|
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agentItem.Flags |= (uint)InventoryItemFlags.ObjectSlamPerm;
|
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agentItem.NextPermissions = taskItem.NextPermissions;
|
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|
|
|
@ -109,6 +109,9 @@ namespace OpenSim.Region.Framework.Scenes
|
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STATUS_ROTATE_Z = 0x008,
|
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}
|
||||
|
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// This flag has the same purpose as InventoryItemFlags.ObjectSlamPerm
|
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public static readonly uint SLAM = 16;
|
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|
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// private PrimCountTaintedDelegate handlerPrimCountTainted = null;
|
||||
|
||||
/// <summary>
|
||||
|
|
|
@ -4800,6 +4800,64 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
{
|
||||
ParentGroup.AddScriptLPS(count);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets a prim's owner and permissions when it's rezzed.
|
||||
/// </summary>
|
||||
/// <param name="item">The inventory item from which the item was rezzed</param>
|
||||
/// <param name="userInventory">True: the item is being rezzed from the user's inventory. False: from a prim's inventory.</param>
|
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/// <param name="scene">The scene the prim is being rezzed into</param>
|
||||
public void ApplyPermissionsOnRez(InventoryItemBase item, bool userInventory, Scene scene)
|
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{
|
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if ((OwnerID != item.Owner) || ((item.CurrentPermissions & SceneObjectGroup.SLAM) != 0) || ((item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0))
|
||||
{
|
||||
if (scene.Permissions.PropagatePermissions())
|
||||
{
|
||||
if ((item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0)
|
||||
{
|
||||
// Apply the item's permissions to the object
|
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//LogPermissions("Before applying item permissions");
|
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if (userInventory)
|
||||
{
|
||||
EveryoneMask = item.EveryOnePermissions;
|
||||
NextOwnerMask = item.NextPermissions;
|
||||
}
|
||||
else
|
||||
{
|
||||
if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0)
|
||||
EveryoneMask = item.EveryOnePermissions;
|
||||
if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0)
|
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NextOwnerMask = item.NextPermissions;
|
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if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteGroup) != 0)
|
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GroupMask = item.GroupPermissions;
|
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}
|
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//LogPermissions("After applying item permissions");
|
||||
}
|
||||
}
|
||||
|
||||
GroupMask = 0; // DO NOT propagate here
|
||||
}
|
||||
|
||||
if (OwnerID != item.Owner)
|
||||
{
|
||||
//LogPermissions("Before ApplyNextOwnerPermissions");
|
||||
ApplyNextOwnerPermissions();
|
||||
//LogPermissions("After ApplyNextOwnerPermissions");
|
||||
|
||||
LastOwnerID = OwnerID;
|
||||
OwnerID = item.Owner;
|
||||
Inventory.ChangeInventoryOwner(item.Owner);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Logs the prim's permissions. Useful when debugging permission problems.
|
||||
/// </summary>
|
||||
/// <param name="message"></param>
|
||||
private void LogPermissions(String message)
|
||||
{
|
||||
PermissionsUtil.LogPermissions(Name, message, BaseMask, OwnerMask, NextOwnerMask);
|
||||
}
|
||||
|
||||
public void ApplyNextOwnerPermissions()
|
||||
{
|
||||
|
|
|
@ -764,48 +764,27 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// Since renaming the item in the inventory does not affect the name stored
|
||||
// in the serialization, transfer the correct name from the inventory to the
|
||||
// object itself before we rez.
|
||||
rootPart.Name = item.Name;
|
||||
rootPart.Description = item.Description;
|
||||
|
||||
SceneObjectPart[] partList = group.Parts;
|
||||
// Only do these for the first object if we are rezzing a coalescence.
|
||||
if (i == 0)
|
||||
{
|
||||
rootPart.Name = item.Name;
|
||||
rootPart.Description = item.Description;
|
||||
}
|
||||
|
||||
group.SetGroup(m_part.GroupID, null);
|
||||
|
||||
// TODO: Remove magic number badness
|
||||
if ((rootPart.OwnerID != item.OwnerID) || (item.CurrentPermissions & 16) != 0 || (item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0) // Magic number
|
||||
foreach (SceneObjectPart part in group.Parts)
|
||||
{
|
||||
if (m_part.ParentGroup.Scene.Permissions.PropagatePermissions())
|
||||
{
|
||||
foreach (SceneObjectPart part in partList)
|
||||
{
|
||||
if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0)
|
||||
part.EveryoneMask = item.EveryonePermissions;
|
||||
if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0)
|
||||
part.NextOwnerMask = item.NextPermissions;
|
||||
if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteGroup) != 0)
|
||||
part.GroupMask = item.GroupPermissions;
|
||||
}
|
||||
// Convert between InventoryItem classes. You can never have too many similar but slightly different classes :)
|
||||
InventoryItemBase dest = new InventoryItemBase(item.ItemID, item.OwnerID);
|
||||
dest.BasePermissions = item.BasePermissions;
|
||||
dest.CurrentPermissions = item.CurrentPermissions;
|
||||
dest.EveryOnePermissions = item.EveryonePermissions;
|
||||
dest.GroupPermissions = item.GroupPermissions;
|
||||
dest.NextPermissions = item.NextPermissions;
|
||||
dest.Flags = item.Flags;
|
||||
|
||||
group.ApplyNextOwnerPermissions();
|
||||
}
|
||||
}
|
||||
|
||||
foreach (SceneObjectPart part in partList)
|
||||
{
|
||||
// TODO: Remove magic number badness
|
||||
if ((part.OwnerID != item.OwnerID) || (item.CurrentPermissions & 16) != 0 || (item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0) // Magic number
|
||||
{
|
||||
part.LastOwnerID = part.OwnerID;
|
||||
part.OwnerID = item.OwnerID;
|
||||
part.Inventory.ChangeInventoryOwner(item.OwnerID);
|
||||
}
|
||||
|
||||
if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0)
|
||||
part.EveryoneMask = item.EveryonePermissions;
|
||||
if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0)
|
||||
part.NextOwnerMask = item.NextPermissions;
|
||||
if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteGroup) != 0)
|
||||
part.GroupMask = item.GroupPermissions;
|
||||
part.ApplyPermissionsOnRez(dest, false, m_part.ParentGroup.Scene);
|
||||
}
|
||||
|
||||
rootPart.TrimPermissions();
|
||||
|
@ -1130,25 +1109,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
mask &= ~((uint)PermissionMask.Transfer >> 13);
|
||||
if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
|
||||
mask &= ~((uint)PermissionMask.Modify >> 13);
|
||||
|
||||
if (item.InvType != (int)InventoryType.Object)
|
||||
{
|
||||
if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
|
||||
mask &= ~((uint)PermissionMask.Copy >> 13);
|
||||
if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
|
||||
mask &= ~((uint)PermissionMask.Transfer >> 13);
|
||||
if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
|
||||
mask &= ~((uint)PermissionMask.Modify >> 13);
|
||||
}
|
||||
else
|
||||
{
|
||||
if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
|
||||
mask &= ~((uint)PermissionMask.Copy >> 13);
|
||||
if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
|
||||
mask &= ~((uint)PermissionMask.Transfer >> 13);
|
||||
if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
|
||||
mask &= ~((uint)PermissionMask.Modify >> 13);
|
||||
}
|
||||
|
||||
if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
|
||||
mask &= ~(uint)PermissionMask.Copy;
|
||||
|
@ -1172,14 +1132,11 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// "[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.InvType == (int)InventoryType.Object)
|
||||
{
|
||||
if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
|
||||
item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
|
||||
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;
|
||||
uint perms = item.CurrentPermissions;
|
||||
PermissionsUtil.ApplyFoldedPermissions(perms, ref perms);
|
||||
item.CurrentPermissions = perms;
|
||||
}
|
||||
|
||||
item.CurrentPermissions &= item.NextPermissions;
|
||||
|
|
Loading…
Reference in New Issue