Merge branch 'careminster-presence-refactor' of ssh://3dhosting.de/var/git/careminster into careminster-presence-refactor
commit
84227fd558
|
@ -781,7 +781,7 @@ namespace OpenSim.Data.Tests
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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), "Assert.That(t.OwnerID,Is.EqualTo(sog.RootPart.OwnerID))");
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Assert.That(t.CurrentPermissions, Is.EqualTo(curperm | 8), "Assert.That(t.CurrentPermissions, Is.EqualTo(curperm | 8))");
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Assert.That(t.CurrentPermissions, Is.EqualTo(curperm | 16), "Assert.That(t.CurrentPermissions, Is.EqualTo(curperm | 8))");
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Assert.That(t.ParentID,Is.EqualTo(sog.RootPart.FolderID), "Assert.That(t.ParentID,Is.EqualTo(sog.RootPart.FolderID))");
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Assert.That(t.ParentPartID,Is.EqualTo(sog.RootPart.UUID), "Assert.That(t.ParentPartID,Is.EqualTo(sog.RootPart.UUID))");
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}
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@ -212,9 +212,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
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InventoryFolderBase destFolder = ResolveDestinationFolder(rootDestFolder, ref iarPathExisting, resolvedFolders);
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m_log.DebugFormat(
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"[INVENTORY ARCHIVER]: originalArchivePath [{0}], section already loaded [{1}]",
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iarPath, iarPathExisting);
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// m_log.DebugFormat(
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// "[INVENTORY ARCHIVER]: originalArchivePath [{0}], section already loaded [{1}]",
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// iarPath, iarPathExisting);
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string iarPathToCreate = iarPath.Substring(iarPathExisting.Length);
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CreateFoldersForPath(destFolder, iarPathExisting, iarPathToCreate, resolvedFolders, loadedNodes);
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@ -255,12 +255,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
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{
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while (null == destFolder && archivePath.Length > 0)
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{
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m_log.DebugFormat("[INVENTORY ARCHIVER]: Trying to resolve destination folder {0}", archivePath);
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// m_log.DebugFormat("[INVENTORY ARCHIVER]: Trying to resolve destination folder {0}", archivePath);
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if (resolvedFolders.ContainsKey(archivePath))
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{
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m_log.DebugFormat(
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"[INVENTORY ARCHIVER]: Found previously created folder from archive path {0}", archivePath);
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// m_log.DebugFormat(
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// "[INVENTORY ARCHIVER]: Found previously created folder from archive path {0}", archivePath);
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destFolder = resolvedFolders[archivePath];
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}
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else
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@ -275,9 +275,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
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}
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else
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{
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m_log.DebugFormat(
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"[INVENTORY ARCHIVER]: Found no previously created folder for archive path {0}",
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originalArchivePath);
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// m_log.DebugFormat(
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// "[INVENTORY ARCHIVER]: Found no previously created folder for archive path {0}",
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// originalArchivePath);
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archivePath = string.Empty;
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destFolder = rootDestFolder;
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}
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@ -381,12 +381,27 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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if ((nextPerms & (uint)PermissionMask.Modify) == 0)
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perms &= ~(uint)PermissionMask.Modify;
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// Make sure all bits but the ones we want are clear
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// on take.
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// This will be applied to the current perms, so
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// it will do what we want.
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objectGroup.RootPart.NextOwnerMask &=
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((uint)PermissionMask.Copy |
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(uint)PermissionMask.Transfer |
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(uint)PermissionMask.Modify);
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objectGroup.RootPart.NextOwnerMask |=
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(uint)PermissionMask.Move;
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item.BasePermissions = perms & objectGroup.RootPart.NextOwnerMask;
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item.CurrentPermissions = item.BasePermissions;
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item.NextPermissions = objectGroup.RootPart.NextOwnerMask;
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item.EveryOnePermissions = objectGroup.RootPart.EveryoneMask & objectGroup.RootPart.NextOwnerMask;
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item.GroupPermissions = objectGroup.RootPart.GroupMask & objectGroup.RootPart.NextOwnerMask;
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item.CurrentPermissions |= 8; // Slam!
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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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}
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else
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{
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@ -396,7 +411,12 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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item.EveryOnePermissions = objectGroup.RootPart.EveryoneMask;
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item.GroupPermissions = objectGroup.RootPart.GroupMask;
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item.CurrentPermissions |= 8; // Slam!
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item.CurrentPermissions &=
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((uint)PermissionMask.Copy |
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(uint)PermissionMask.Transfer |
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(uint)PermissionMask.Modify |
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(uint)PermissionMask.Move |
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7); // Preserve folded permissions
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}
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// TODO: add the new fields (Flags, Sale info, etc)
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@ -499,6 +519,12 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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group.RootPart.FromFolderID = item.Folder;
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// If it's rezzed in world, select it. Much easier to
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// find small items.
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//
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if (!attachment)
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group.RootPart.CreateSelected = true;
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if (!m_Scene.Permissions.CanRezObject(
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group.Children.Count, remoteClient.AgentId, pos)
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&& !attachment)
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@ -571,7 +597,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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List<SceneObjectPart> partList = new List<SceneObjectPart>(group.Children.Values);
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group.SetGroup(remoteClient.ActiveGroupId, remoteClient);
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if (rootPart.OwnerID != item.Owner)
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if ((rootPart.OwnerID != item.Owner) || (item.CurrentPermissions & 16) != 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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@ -579,14 +605,11 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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if (m_Scene.Permissions.PropagatePermissions())
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{
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if ((item.CurrentPermissions & 8) != 0)
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foreach (SceneObjectPart part in partList)
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{
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foreach (SceneObjectPart part in partList)
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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.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.GroupMask = 0; // DO NOT propagate here
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}
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group.ApplyNextOwnerPermissions();
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@ -595,19 +618,15 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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foreach (SceneObjectPart part in partList)
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{
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if (part.OwnerID != item.Owner)
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if ((part.OwnerID != item.Owner) || (item.CurrentPermissions & 16) != 0)
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{
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part.LastOwnerID = part.OwnerID;
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part.OwnerID = item.Owner;
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part.Inventory.ChangeInventoryOwner(item.Owner);
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}
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else if (((item.CurrentPermissions & 8) != 0) && (!attachment)) // Slam!
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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.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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}
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rootPart.TrimPermissions();
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@ -280,6 +280,10 @@ namespace OpenSim.Region.Framework.Scenes
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public void UpdateInventoryItemAsset(IClientAPI remoteClient, UUID transactionID,
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UUID itemID, InventoryItemBase itemUpd)
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{
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// This one will let people set next perms on items in agent
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// inventory. Rut-Roh. Whatever. Make this secure. Yeah.
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//
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// Passing something to another avatar or a an object will already
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InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
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item = InventoryService.GetItem(item);
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@ -289,11 +293,9 @@ namespace OpenSim.Region.Framework.Scenes
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{
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item.Name = itemUpd.Name;
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item.Description = itemUpd.Description;
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item.NextPermissions = itemUpd.NextPermissions;
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item.CurrentPermissions |= 8; // Slam!
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item.EveryOnePermissions = itemUpd.EveryOnePermissions;
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item.GroupPermissions = itemUpd.GroupPermissions;
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item.NextPermissions = itemUpd.NextPermissions & item.BasePermissions;
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item.EveryOnePermissions = itemUpd.EveryOnePermissions & item.BasePermissions;
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item.GroupPermissions = itemUpd.GroupPermissions & item.BasePermissions;
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item.GroupID = itemUpd.GroupID;
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item.GroupOwned = itemUpd.GroupOwned;
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item.CreationDate = itemUpd.CreationDate;
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@ -399,28 +401,96 @@ namespace OpenSim.Region.Framework.Scenes
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if (Permissions.PropagatePermissions() && recipient != senderId)
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{
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// First, make sore base is limited to the next perms
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itemCopy.BasePermissions = item.BasePermissions & (item.NextPermissions | (uint)PermissionMask.Move);
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// By default, current equals base
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itemCopy.CurrentPermissions = itemCopy.BasePermissions & item.CurrentPermissions;
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// Trying to do this right this time. This is evil. If
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// you believe in Good, go elsewhere. Vampires and other
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// evil creatores only beyond this point. You have been
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// warned.
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// If this is an object, replace current perms
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// with folded perms
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// We're going to mask a lot of things by the next perms
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// Tweak the next perms to be nicer to our data
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//
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// In this mask, all the bits we do NOT want to mess
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// with are set. These are:
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//
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// Transfer
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// Copy
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// Modufy
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uint permsMask = ~ ((uint)PermissionMask.Copy |
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(uint)PermissionMask.Transfer |
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(uint)PermissionMask.Modify);
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// Now, reduce the next perms to the mask bits
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// relevant to the operation
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uint nextPerms = permsMask | (item.NextPermissions &
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((uint)PermissionMask.Copy |
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(uint)PermissionMask.Transfer |
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(uint)PermissionMask.Modify));
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// nextPerms now has all bits set, except for the actual
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// next permission bits.
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// This checks for no mod, no copy, no trans.
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// This indicates an error or messed up item. Do it like
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// SL and assume trans
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if (nextPerms == permsMask)
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nextPerms |= (uint)PermissionMask.Transfer;
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// Inventory owner perms are the logical AND of the
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// folded perms and the root prim perms, however, if
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// the root prim is mod, the inventory perms will be
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// mod. This happens on "take" and is of little concern
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// here, save for preventing escalation
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// This hack ensures that items previously permalocked
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// get unlocked when they're passed or rezzed
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uint basePerms = item.BasePermissions |
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(uint)PermissionMask.Move;
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uint ownerPerms = item.CurrentPermissions;
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// Mask the base permissions. This is a conservative
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// approach altering only the three main perms
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basePerms &= nextPerms;
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// If this is an object, root prim perms may be more
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// permissive than folded perms. Use folded perms as
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// a mask
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if (item.InvType == (int)InventoryType.Object)
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{
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itemCopy.CurrentPermissions &= ~(uint)(PermissionMask.Copy | PermissionMask.Modify | PermissionMask.Transfer);
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itemCopy.CurrentPermissions |= (item.CurrentPermissions & 7) << 13;
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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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bool isRootMod = (item.CurrentPermissions &
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(uint)PermissionMask.Modify) != 0 ?
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true : false;
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// Mask the owner perms to the folded perms
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ownerPerms &= foldedPerms;
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// If the root was mod, let the mask reflect that
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if (isRootMod)
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ownerPerms |= (uint)PermissionMask.Modify;
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}
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// Ensure there is no escalation
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itemCopy.CurrentPermissions &= (item.NextPermissions | (uint)PermissionMask.Move);
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// These will be applied to the root prim at next rez.
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// The slam bit (bit 3) and folded permission (bits 0-2)
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// are preserved due to the above mangling
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ownerPerms &= nextPerms;
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// Need slam bit on xfer
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itemCopy.CurrentPermissions |= 8;
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// Assign to the actual item. Make sure the slam bit is
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// set, if it wasn't set before.
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itemCopy.BasePermissions = basePerms;
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itemCopy.CurrentPermissions = ownerPerms | 16; // Slam
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itemCopy.NextPermissions = item.NextPermissions;
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itemCopy.EveryOnePermissions = 0;
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// This preserves "everyone can move"
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itemCopy.EveryOnePermissions = item.EveryOnePermissions &
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nextPerms;
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// Intentionally killing "share with group" here, as
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// the recipient will not have the group this is
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// set to
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itemCopy.GroupPermissions = 0;
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}
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else
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@ -922,7 +992,7 @@ namespace OpenSim.Region.Framework.Scenes
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else
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agentItem.CurrentPermissions = agentItem.BasePermissions & taskItem.CurrentPermissions;
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agentItem.CurrentPermissions |= 8;
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agentItem.CurrentPermissions |= 16; // Slam
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agentItem.NextPermissions = taskItem.NextPermissions;
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agentItem.EveryOnePermissions = taskItem.EveryonePermissions & (taskItem.NextPermissions | (uint)PermissionMask.Move);
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agentItem.GroupPermissions = taskItem.GroupPermissions & taskItem.NextPermissions;
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@ -1113,7 +1183,7 @@ namespace OpenSim.Region.Framework.Scenes
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(srcTaskItem.NextPermissions | (uint)PermissionMask.Move);
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destTaskItem.BasePermissions = srcTaskItem.BasePermissions &
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(srcTaskItem.NextPermissions | (uint)PermissionMask.Move);
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destTaskItem.CurrentPermissions |= 8; // Slam!
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destTaskItem.CurrentPermissions |= 16; // Slam!
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}
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}
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@ -1497,7 +1567,7 @@ namespace OpenSim.Region.Framework.Scenes
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srcTaskItem.NextPermissions;
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destTaskItem.BasePermissions = srcTaskItem.BasePermissions &
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srcTaskItem.NextPermissions;
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destTaskItem.CurrentPermissions |= 8; // Slam!
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destTaskItem.CurrentPermissions |= 16; // Slam!
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}
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}
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@ -1889,17 +1959,14 @@ namespace OpenSim.Region.Framework.Scenes
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group.SetGroup(sourcePart.GroupID, null);
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if (rootPart.OwnerID != item.OwnerID)
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if ((rootPart.OwnerID != item.OwnerID) || (item.CurrentPermissions & 16) != 0)
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{
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if (Permissions.PropagatePermissions())
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{
|
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if ((item.CurrentPermissions & 8) != 0)
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foreach (SceneObjectPart part in partList)
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{
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foreach (SceneObjectPart part in partList)
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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.EveryoneMask = item.EveryonePermissions;
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part.NextOwnerMask = item.NextPermissions;
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}
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group.ApplyNextOwnerPermissions();
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}
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|
@ -1907,17 +1974,14 @@ namespace OpenSim.Region.Framework.Scenes
|
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|
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foreach (SceneObjectPart part in partList)
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{
|
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if (part.OwnerID != item.OwnerID)
|
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if ((part.OwnerID != item.OwnerID) || (item.CurrentPermissions & 16) != 0)
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{
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part.LastOwnerID = part.OwnerID;
|
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part.OwnerID = item.OwnerID;
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part.Inventory.ChangeInventoryOwner(item.OwnerID);
|
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}
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else if ((item.CurrentPermissions & 8) != 0) // Slam!
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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.EveryoneMask = item.EveryonePermissions;
|
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part.NextOwnerMask = item.NextPermissions;
|
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}
|
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|
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rootPart.TrimPermissions();
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|
|
|
@ -4818,7 +4818,7 @@ namespace OpenSim.Region.Framework.Scenes
|
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part.NextOwnerMask;
|
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item.GroupPermissions = part.GroupMask &
|
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part.NextOwnerMask;
|
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item.CurrentPermissions |= 8; // Slam!
|
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item.CurrentPermissions |= 16; // Slam!
|
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item.CreationDate = Util.UnixTimeSinceEpoch();
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|
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if (InventoryService.AddItem(item))
|
||||
|
|
|
@ -170,13 +170,14 @@ namespace OpenSim.Region.Framework.Scenes
|
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taskItem.GroupPermissions = item.GroupPermissions &
|
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item.NextPermissions;
|
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taskItem.NextPermissions = item.NextPermissions;
|
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taskItem.CurrentPermissions |= 8;
|
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// We're adding this to a prim we don't own. Force
|
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// owner change
|
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taskItem.CurrentPermissions |= 16; // Slam
|
||||
}
|
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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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taskItem.CurrentPermissions |= 8;
|
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taskItem.EveryonePermissions = item.EveryOnePermissions;
|
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taskItem.GroupPermissions = item.GroupPermissions;
|
||||
taskItem.NextPermissions = item.NextPermissions;
|
||||
|
|
|
@ -1082,7 +1082,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
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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item.CurrentPermissions |= 8;
|
||||
}
|
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item.OwnerChanged = true;
|
||||
item.CurrentPermissions &= item.NextPermissions;
|
||||
|
|
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