rename sog.GetEffectivePermissions() since its use is now limited to more specific task, and no longer on current effective(full) path. Note that change ownermask start to be current ownermask, and filter it to all parts basemask
parent
2dbf96593c
commit
60dc124872
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@ -580,25 +580,18 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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{
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{
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uint effectivePerms = (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify | PermissionMask.Move | PermissionMask.Export | PermissionMask.FoldedMask);
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uint effectivePerms = (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify | PermissionMask.Move | PermissionMask.Export | PermissionMask.FoldedMask);
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// For the porposes of inventory, an object is modify if the prims
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// are modify. This allows renaming an object that contains no
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// mod items.
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foreach (SceneObjectGroup grp in objsForEffectivePermissions)
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foreach (SceneObjectGroup grp in objsForEffectivePermissions)
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{
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{
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uint groupPerms = grp.GetEffectivePermissions(true);
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effectivePerms &= grp.CurrentAndFoldedNextPermissions();
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// if ((grp.RootPart.BaseMask & (uint)PermissionMask.Modify) != 0)
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// groupPerms |= (uint)PermissionMask.Modify;
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effectivePerms &= groupPerms;
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}
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}
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if (remoteClient != null && (remoteClient.AgentId != so.RootPart.OwnerID) && m_Scene.Permissions.PropagatePermissions())
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if (remoteClient != null && (remoteClient.AgentId != so.RootPart.OwnerID) && m_Scene.Permissions.PropagatePermissions())
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{
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{
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// apply parts inventory items next owner
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PermissionsUtil.ApplyNoModFoldedPermissions(effectivePerms, ref effectivePerms);
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PermissionsUtil.ApplyNoModFoldedPermissions(effectivePerms, ref effectivePerms);
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// change to next owner
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uint basePerms = effectivePerms & so.RootPart.NextOwnerMask;
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uint basePerms = effectivePerms & so.RootPart.NextOwnerMask;
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// fix and update folded
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// rebuild folded perms since we don't have then on inworld objects
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basePerms = PermissionsUtil.FixAndFoldPermissions(basePerms);
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basePerms = PermissionsUtil.FixAndFoldPermissions(basePerms);
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item.BasePermissions = basePerms;
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item.BasePermissions = basePerms;
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@ -206,12 +206,12 @@ namespace OpenSim.Region.CoreModules.World.Objects.BuySell
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item.InvType = (int)InventoryType.Object;
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item.InvType = (int)InventoryType.Object;
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item.Folder = categoryID;
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item.Folder = categoryID;
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perms = group.GetEffectivePermissions(false);
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perms = group.CurrentAndFoldedNextPermissions();
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// apply parts inventory next perms
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PermissionsUtil.ApplyNoModFoldedPermissions(perms, ref perms);
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PermissionsUtil.ApplyNoModFoldedPermissions(perms, ref perms);
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// change to next owner perms
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perms &= part.NextOwnerMask;
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perms &= part.NextOwnerMask;
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// update folded
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perms = PermissionsUtil.FixAndFoldPermissions(perms);
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perms = PermissionsUtil.FixAndFoldPermissions(perms);
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item.BasePermissions = perms;
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item.BasePermissions = perms;
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@ -484,7 +484,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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}
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}
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public uint GetEffectivePermissions(bool useBase)
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public uint CurrentAndFoldedNextPermissions()
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{
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{
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uint perms=(uint)(PermissionMask.Modify |
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uint perms=(uint)(PermissionMask.Modify |
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PermissionMask.Copy |
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PermissionMask.Copy |
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@ -492,18 +492,13 @@ namespace OpenSim.Region.Framework.Scenes
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PermissionMask.Transfer |
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PermissionMask.Transfer |
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PermissionMask.FoldedMask);
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PermissionMask.FoldedMask);
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uint ownerMask = 0x7fffffff;
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uint ownerMask = RootPart.OwnerMask;
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SceneObjectPart[] parts = m_parts.GetArray();
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SceneObjectPart[] parts = m_parts.GetArray();
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for (int i = 0; i < parts.Length; i++)
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for (int i = 0; i < parts.Length; i++)
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{
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{
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SceneObjectPart part = parts[i];
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SceneObjectPart part = parts[i];
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if (useBase)
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ownerMask &= part.BaseMask;
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ownerMask &= part.BaseMask;
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else
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ownerMask &= part.OwnerMask;
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perms &= part.Inventory.MaskEffectivePermissions();
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perms &= part.Inventory.MaskEffectivePermissions();
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}
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}
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