* Hook up create new object event in the permissions module
* Switch default for serverside_object_permissions from false to true - it seems more natural that we enforce permissions by default rather than not! * Add some explanation in OpenSim.ini.example for serverside_object_permissions0.6.1-post-fixes
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b43c056c5f
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8372880c75
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@ -162,7 +162,6 @@ namespace OpenSim.Region.Environment.Modules.World.Permissions
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m_scene.ExternalChecks.addCheckDuplicateObject(CanDuplicateObject); //FULLY IMPLEMENTED
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m_scene.ExternalChecks.addCheckDeleteObject(CanDeleteObject); //MAYBE FULLY IMPLEMENTED
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m_scene.ExternalChecks.addCheckEditObject(CanEditObject);//MAYBE FULLY IMPLEMENTED
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m_scene.ExternalChecks.addCheckEditObjectInventory(CanEditObjectInventory);//MAYBE FULLY IMPLEMENTED
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m_scene.ExternalChecks.addCheckEditParcel(CanEditParcel); //FULLY IMPLEMENTED
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m_scene.ExternalChecks.addCheckEditScript(CanEditScript); //NOT YET IMPLEMENTED
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m_scene.ExternalChecks.addCheckEditNotecard(CanEditNotecard); //NOT YET IMPLEMENTED
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@ -184,6 +183,8 @@ namespace OpenSim.Region.Environment.Modules.World.Permissions
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m_scene.ExternalChecks.addCheckCanLinkObject(CanLinkObject); //NOT YET IMPLEMENTED
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m_scene.ExternalChecks.addCheckCanDelinkObject(CanDelinkObject); //NOT YET IMPLEMENTED
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m_scene.ExternalChecks.addCheckCanBuyLand(CanBuyLand); //NOT YET IMPLEMENTED
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m_scene.ExternalChecks.addCheckCanCreateObjectInventory(CanCreateObjectInventory); //NOT IMPLEMENTED HERE
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m_scene.ExternalChecks.addCheckEditObjectInventory(CanEditObjectInventory);//MAYBE FULLY IMPLEMENTED
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m_scene.ExternalChecks.addCheckCanCopyObjectInventory(CanCopyObjectInventory); //NOT YET IMPLEMENTED
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m_scene.ExternalChecks.addCheckCanDeleteObjectInventory(CanDeleteObjectInventory); //NOT YET IMPLEMENTED
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m_scene.ExternalChecks.addCheckCanCreateUserInventory(CanCreateUserInventory); //NOT YET IMPLEMENTED
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@ -1326,7 +1326,7 @@ namespace OpenSim.Region.Environment.Scenes
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UUID itemID = itemBase.ID;
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UUID copyID = UUID.Random();
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if (itemID != UUID.Zero) // transferred from an avatar inventory to the prim's pinventory
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if (itemID != UUID.Zero) // transferred from an avatar inventory to the prim's inventory
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{
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CachedUserInfo userInfo = CommsManager.UserProfileCacheService.GetUserDetails(remoteClient.AgentId);
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@ -109,7 +109,12 @@
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; ##
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;permissionmodules = "DefaultPermissionsModule"
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serverside_object_permissions = false
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; If set to false, then, in theory, the server never carries out permission checks (allowing anybody to copy
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; any item, etc. This may not yet be implemented uniformally.
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; If set to true, then all permissions checks are carried out
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serverside_object_permissions = true
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allow_grid_gods = false
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; This allows somne control over permissions
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