Revamp the return logic to close a privilege escalation loophole.
Estate owner / Master avatar returns would place the item in the returner's inventory rather than the owner's if the owner was not in sim.0.6.2-post-fixes
parent
0125a98a1f
commit
817a10d0aa
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@ -1765,6 +1765,26 @@ namespace OpenSim.Region.Environment.Scenes
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}
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}
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private bool WaitForInventory(CachedUserInfo info)
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{
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// 200 Seconds wait. This is called in the context of the
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// background delete thread, so we can afford to waste time
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// here.
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//
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int count = 200;
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while (count > 0)
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{
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System.Threading.Thread.Sleep(100);
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count--;
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if (info.HasReceivedInventory)
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return true;
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}
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m_log.DebugFormat("Timed out waiting for inventory of user {0}",
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info.UserProfile.ID.ToString());
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return false;
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}
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/// <summary>
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/// Delete a scene object from a scene and place in the given avatar's inventory.
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/// Returns the UUID of the newly created asset.
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@ -1780,55 +1800,66 @@ namespace OpenSim.Region.Environment.Scenes
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string sceneObjectXml = objectGroup.ToXmlString();
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bool useOwner = false;
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// Get the user info of the item destination
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//
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CachedUserInfo userInfo;
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if (remoteClient == null)
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if (action == DeRezAction.Take || action == DeRezAction.TakeCopy ||
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action == DeRezAction.SaveToExistingUserInventoryItem)
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{
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userInfo = CommsManager.UserProfileCacheService.GetUserDetails(objectGroup.RootPart.OwnerID);
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// Take or take copy require a taker
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// Saving changes requires a local user
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//
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if (remoteClient == null)
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return UUID.Zero;
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userInfo = CommsManager.UserProfileCacheService.GetUserDetails(
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remoteClient.AgentId);
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}
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else
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{
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userInfo = CommsManager.UserProfileCacheService.GetUserDetails(remoteClient.AgentId);
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// All returns / deletes go to the object owner
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//
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userInfo = CommsManager.UserProfileCacheService.GetUserDetails(
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objectGroup.RootPart.OwnerID);
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}
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if (userInfo == null) // Can't proceed
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{
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return UUID.Zero;
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}
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if (!userInfo.HasReceivedInventory)
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{
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// Async inventory requests will queue, but they will never
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// execute unless inventory is actually fetched
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//
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CommsManager.UserProfileCacheService.RequestInventoryForUser(
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userInfo.UserProfile.ID);
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}
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if (userInfo != null)
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{
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// If we're deleting someone else's item, it goes back to
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// their deleted items folder
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// If we're returning someone's item, it goes back to the
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// owner's Lost And Found folder.
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// Delete is treated like return in this case
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// Deleting your own items makes them go to trash
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//
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if (folderID == UUID.Zero
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|| (action == DeRezAction.Delete && objectGroup.OwnerID != remoteClient.AgentId))
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{
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InventoryFolderBase folder =
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userInfo.FindFolderForType(
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(int)AssetType.LostAndFoundFolder);
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if (folder != null)
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{
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folderID = folder.ID;
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}
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else
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{
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if (userInfo.RootFolder != null)
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{
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folderID = userInfo.RootFolder.ID;
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}
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else
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{
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CommsManager.UserProfileCacheService.RequestInventoryForUser(objectGroup.RootPart.OwnerID);
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m_log.WarnFormat("[SCENE] Can't find root folder for user, requesting inventory");
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return assetID;
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}
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}
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}
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InventoryFolderBase folder = null;
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InventoryItemBase item = null;
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// No folder type needed
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// We don't go here unless we have a user logged in
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// so the skeleton is loaded
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//
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if (DeRezAction.SaveToExistingUserInventoryItem == action)
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{
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item = userInfo.RootFolder.FindItem(objectGroup.RootPart.FromUserInventoryItemID);
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item = userInfo.RootFolder.FindItem(
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objectGroup.RootPart.FromUserInventoryItemID);
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if (null == item)
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{
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@ -1838,6 +1869,83 @@ namespace OpenSim.Region.Environment.Scenes
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return UUID.Zero;
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}
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}
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else
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{
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// Folder magic
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//
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if (action == DeRezAction.Delete)
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{
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// Deleting someone else's item
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//
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if (remoteClient == null ||
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objectGroup.OwnerID != remoteClient.AgentId)
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{
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// Folder skeleton may not be loaded and we
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// have to wait for the inventory to find
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// the destination folder
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//
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if (!WaitForInventory(userInfo))
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return UUID.Zero;
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folder = userInfo.FindFolderForType(
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(int)AssetType.LostAndFoundFolder);
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}
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else
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{
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// Assume inventory skeleton was loaded during login
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// and all folders can be found
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//
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folder = userInfo.FindFolderForType(
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(int)AssetType.TrashFolder);
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}
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}
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else if (action == DeRezAction.Return)
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{
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// Wait if needed
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//
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if (!userInfo.HasReceivedInventory)
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{
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if (!WaitForInventory(userInfo))
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return UUID.Zero;
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}
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// Dump to lost + found unconditionally
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//
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folder = userInfo.FindFolderForType(
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(int)AssetType.LostAndFoundFolder);
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}
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if (folderID == UUID.Zero && folder == null)
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{
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// Catch all. Use lost & found
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//
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if (!userInfo.HasReceivedInventory)
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{
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if (!WaitForInventory(userInfo))
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return UUID.Zero;
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}
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folder = userInfo.FindFolderForType(
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(int)AssetType.LostAndFoundFolder);
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}
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if (folder == null) // None of the above
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{
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folder = userInfo.RootFolder.FindFolder(folderID);
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if (folder == null) // Nowhere to put it
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{
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return UUID.Zero;
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}
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}
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item = new InventoryItemBase();
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item.Creator = objectGroup.RootPart.CreatorID;
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item.ID = UUID.Random();
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item.InvType = (int)InventoryType.Object;
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item.Folder = folder.ID;
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item.Owner = userInfo.UserProfile.ID;
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}
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AssetBase asset = CreateAsset(
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objectGroup.GetPartName(objectGroup.RootPart.LocalId),
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@ -1854,21 +1962,7 @@ namespace OpenSim.Region.Environment.Scenes
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}
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else
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{
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item = new InventoryItemBase();
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item.Creator = objectGroup.RootPart.CreatorID;
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if (action == DeRezAction.TakeCopy || action == DeRezAction.Take)
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item.Owner = remoteClient.AgentId;
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else // Delete / Return
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item.Owner = objectGroup.OwnerID;
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item.ID = UUID.Random();
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item.AssetID = asset.FullID;
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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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item.InvType = (int)InventoryType.Object;
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item.Folder = folderID;
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if (remoteClient != null && (remoteClient.AgentId != objectGroup.RootPart.OwnerID) && Permissions.PropagatePermissions())
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{
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@ -1899,6 +1993,9 @@ namespace OpenSim.Region.Environment.Scenes
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// TODO: add the new fields (Flags, Sale info, etc)
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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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userInfo.AddItem(item);
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