diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs index 916ddb0a97..f1885dad14 100644 --- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs +++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs @@ -579,26 +579,19 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess IClientAPI remoteClient) { uint effectivePerms = (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify | PermissionMask.Move | PermissionMask.Export | PermissionMask.FoldedMask); - - // For the porposes of inventory, an object is modify if the prims - // are modify. This allows renaming an object that contains no - // mod items. + foreach (SceneObjectGroup grp in objsForEffectivePermissions) { - uint groupPerms = grp.GetEffectivePermissions(true); -// if ((grp.RootPart.BaseMask & (uint)PermissionMask.Modify) != 0) -// groupPerms |= (uint)PermissionMask.Modify; - - effectivePerms &= groupPerms; + effectivePerms &= grp.CurrentAndFoldedNextPermissions(); } if (remoteClient != null && (remoteClient.AgentId != so.RootPart.OwnerID) && m_Scene.Permissions.PropagatePermissions()) { + // apply parts inventory items next owner PermissionsUtil.ApplyNoModFoldedPermissions(effectivePerms, ref effectivePerms); - + // change to next owner uint basePerms = effectivePerms & so.RootPart.NextOwnerMask; - - // rebuild folded perms since we don't have then on inworld objects + // fix and update folded basePerms = PermissionsUtil.FixAndFoldPermissions(basePerms); item.BasePermissions = basePerms; diff --git a/OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs b/OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs index 6854b53cf7..a7a9d1ddb7 100644 --- a/OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs +++ b/OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs @@ -118,6 +118,11 @@ namespace OpenSim.Region.CoreModules.World.Objects.BuySell return false; SceneObjectGroup group = part.ParentGroup; + if(group == null || group.IsDeleted || group.inTransit) + return false; + + // make sure we are not buying a child part + part = group.RootPart; switch (saleType) { @@ -157,18 +162,6 @@ namespace OpenSim.Region.CoreModules.World.Objects.BuySell break; case 2: // Sell a copy - Vector3 inventoryStoredPosition = new Vector3( - Math.Min(group.AbsolutePosition.X, m_scene.RegionInfo.RegionSizeX - 6), - Math.Min(group.AbsolutePosition.Y, m_scene.RegionInfo.RegionSizeY - 6), - group.AbsolutePosition.Z); - - Vector3 originalPosition = group.AbsolutePosition; - - group.AbsolutePosition = inventoryStoredPosition; - - string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(group); - group.AbsolutePosition = originalPosition; - uint perms = group.EffectiveOwnerPerms; if ((perms & (uint)PermissionMask.Transfer) == 0) @@ -185,6 +178,8 @@ namespace OpenSim.Region.CoreModules.World.Objects.BuySell return false; } + string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(group); + AssetBase asset = m_scene.CreateAsset( group.GetPartName(localID), group.GetPartDescription(localID), @@ -206,12 +201,12 @@ namespace OpenSim.Region.CoreModules.World.Objects.BuySell item.InvType = (int)InventoryType.Object; item.Folder = categoryID; - perms = group.GetEffectivePermissions(false); - + perms = group.CurrentAndFoldedNextPermissions(); + // apply parts inventory next perms PermissionsUtil.ApplyNoModFoldedPermissions(perms, ref perms); - - perms &= part.NextOwnerMask; - + // change to next owner perms + perms &= part.NextOwnerMask; + // update folded perms = PermissionsUtil.FixAndFoldPermissions(perms); item.BasePermissions = perms; diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs index 42f47b5938..36844a9909 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs @@ -338,6 +338,8 @@ namespace OpenSim.Region.Framework.Scenes uint rootEveryonePerms = RootPart.EveryoneMask; uint everyone = rootEveryonePerms; + // date is time of writing april 30th 2017 + bool newObject = (RootPart.CreationDate == 0 || RootPart.CreationDate > 1493574994); SceneObjectPart[] parts = m_parts.GetArray(); for (int i = 0; i < parts.Length; i++) { @@ -345,7 +347,8 @@ namespace OpenSim.Region.Framework.Scenes part.AggregateInnerPerms(); owner &= part.AggregatedInnerOwnerPerms; group &= part.AggregatedInnerGroupPerms; - everyone &= part.AggregatedInnerEveryonePerms; + if(newObject) + everyone &= part.AggregatedInnerEveryonePerms; } // recover modify and move rootOwnerPerms &= movemodmask; @@ -407,14 +410,16 @@ namespace OpenSim.Region.Framework.Scenes uint everyone = rootEveryonePerms; bool needUpdate = false; - + // date is time of writing april 30th 2017 + bool newObject = (RootPart.CreationDate == 0 || RootPart.CreationDate > 1493574994); SceneObjectPart[] parts = m_parts.GetArray(); for (int i = 0; i < parts.Length; i++) { SceneObjectPart part = parts[i]; owner &= part.AggregatedInnerOwnerPerms; group &= part.AggregatedInnerGroupPerms; - everyone &= part.AggregatedInnerEveryonePerms; + if(newObject) + everyone &= part.AggregatedInnerEveryonePerms; } // recover modify and move rootOwnerPerms &= movemodmask; @@ -479,7 +484,7 @@ namespace OpenSim.Region.Framework.Scenes } } - public uint GetEffectivePermissions(bool useBase) + public uint CurrentAndFoldedNextPermissions() { uint perms=(uint)(PermissionMask.Modify | PermissionMask.Copy | @@ -487,18 +492,13 @@ namespace OpenSim.Region.Framework.Scenes PermissionMask.Transfer | PermissionMask.FoldedMask); - uint ownerMask = 0x7fffffff; + uint ownerMask = RootPart.OwnerMask; SceneObjectPart[] parts = m_parts.GetArray(); for (int i = 0; i < parts.Length; i++) { SceneObjectPart part = parts[i]; - - if (useBase) - ownerMask &= part.BaseMask; - else - ownerMask &= part.OwnerMask; - + ownerMask &= part.BaseMask; perms &= part.Inventory.MaskEffectivePermissions(); }