Refactored: use a single function to apply an object's folded permissions to its main permissions

master-beforevarregion
Oren Hurvitz 2013-11-05 15:42:23 +02:00 committed by Justin Clark-Casey (justincc)
parent 13f31fdf85
commit 91fd9c4670
6 changed files with 48 additions and 39 deletions

View File

@ -2763,15 +2763,13 @@ namespace OpenSim.ApplicationPlugins.RemoteController
/// </summary>
private void ApplyNextOwnerPermissions(InventoryItemBase item)
{
if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
if (item.InvType == (int)InventoryType.Object)
{
if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
uint perms = item.CurrentPermissions;
PermissionsUtil.ApplyFoldedPermissions(item.CurrentPermissions, ref perms);
item.CurrentPermissions = perms;
}
item.CurrentPermissions &= item.NextPermissions;
item.BasePermissions &= item.NextPermissions;
item.EveryOnePermissions &= item.NextPermissions;

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@ -64,5 +64,24 @@ namespace OpenSim.Framework
str = ".";
return str;
}
/// <summary>
/// Applies an object's folded permissions to its regular permissions.
/// </summary>
/// <param name="foldedPerms">The folded permissions. Only the lowest 7 bits are examined.</param>
/// <param name="mainPerms">The permissions variable to modify.</param>
public static void ApplyFoldedPermissions(uint foldedPerms, ref uint mainPerms)
{
if ((foldedPerms & 7) == 0)
return; // assume that if the folded permissions are 0 then this means that they weren't actually recorded
if ((foldedPerms & ((uint)PermissionMask.Copy >> 13)) == 0)
mainPerms &= ~(uint)PermissionMask.Copy;
if ((foldedPerms & ((uint)PermissionMask.Transfer >> 13)) == 0)
mainPerms &= ~(uint)PermissionMask.Transfer;
if ((foldedPerms & ((uint)PermissionMask.Modify >> 13)) == 0)
mainPerms &= ~(uint)PermissionMask.Modify;
}
}
}

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@ -443,13 +443,13 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
}
else
{
AddPermissions(item, objlist[0], objlist, remoteClient);
item.CreationDate = Util.UnixTimeSinceEpoch();
item.Description = asset.Description;
item.Name = asset.Name;
item.AssetType = asset.Type;
AddPermissions(item, objlist[0], objlist, remoteClient);
m_Scene.AddInventoryItem(item);
if (remoteClient != null && item.Owner == remoteClient.AgentId)
@ -495,16 +495,12 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
effectivePerms &= grp.GetEffectivePermissions();
effectivePerms |= (uint)PermissionMask.Move;
//PermissionsUtil.LogPermissions(item.Name, "Before AddPermissions", item.BasePermissions, item.CurrentPermissions, item.NextPermissions);
if (remoteClient != null && (remoteClient.AgentId != so.RootPart.OwnerID) && m_Scene.Permissions.PropagatePermissions())
{
uint perms = effectivePerms;
uint nextPerms = (perms & 7) << 13;
if ((nextPerms & (uint)PermissionMask.Copy) == 0)
perms &= ~(uint)PermissionMask.Copy;
if ((nextPerms & (uint)PermissionMask.Transfer) == 0)
perms &= ~(uint)PermissionMask.Transfer;
if ((nextPerms & (uint)PermissionMask.Modify) == 0)
perms &= ~(uint)PermissionMask.Modify;
PermissionsUtil.ApplyFoldedPermissions(effectivePerms, ref perms);
item.BasePermissions = perms & so.RootPart.NextOwnerMask;
item.CurrentPermissions = item.BasePermissions;
@ -530,8 +526,10 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
(uint)PermissionMask.Move |
(uint)PermissionMask.Export |
7); // Preserve folded permissions
}
}
//PermissionsUtil.LogPermissions(item.Name, "After AddPermissions", item.BasePermissions, item.CurrentPermissions, item.NextPermissions);
return item;
}

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@ -198,13 +198,7 @@ namespace OpenSim.Region.CoreModules.World.Objects.BuySell
item.InvType = (int)InventoryType.Object;
item.Folder = categoryID;
uint nextPerms=(perms & 7) << 13;
if ((nextPerms & (uint)PermissionMask.Copy) == 0)
perms &= ~(uint)PermissionMask.Copy;
if ((nextPerms & (uint)PermissionMask.Transfer) == 0)
perms &= ~(uint)PermissionMask.Transfer;
if ((nextPerms & (uint)PermissionMask.Modify) == 0)
perms &= ~(uint)PermissionMask.Modify;
PermissionsUtil.ApplyFoldedPermissions(perms, ref perms);
item.BasePermissions = perms & part.NextOwnerMask;
item.CurrentPermissions = perms & part.NextOwnerMask;

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@ -669,17 +669,13 @@ namespace OpenSim.Region.Framework.Scenes
// a mask
if (item.InvType == (int)InventoryType.Object)
{
// Create a safe mask for the current perms
uint foldedPerms = (item.CurrentPermissions & 7) << 13;
foldedPerms |= permsMask;
bool isRootMod = (item.CurrentPermissions &
(uint)PermissionMask.Modify) != 0 ?
true : false;
// Mask the owner perms to the folded perms
ownerPerms &= foldedPerms;
basePerms &= foldedPerms;
PermissionsUtil.ApplyFoldedPermissions(item.CurrentPermissions, ref ownerPerms);
PermissionsUtil.ApplyFoldedPermissions(item.CurrentPermissions, ref basePerms);
// If the root was mod, let the mask reflect that
// We also need to adjust the base here, because
@ -1209,9 +1205,16 @@ namespace OpenSim.Region.Framework.Scenes
{
agentItem.BasePermissions = taskItem.BasePermissions & (taskItem.NextPermissions | (uint)PermissionMask.Move);
if (taskItem.InvType == (int)InventoryType.Object)
agentItem.CurrentPermissions = agentItem.BasePermissions & (((taskItem.CurrentPermissions & 7) << 13) | (taskItem.CurrentPermissions & (uint)PermissionMask.Move));
{
uint perms = taskItem.CurrentPermissions;
PermissionsUtil.ApplyFoldedPermissions(taskItem.CurrentPermissions, ref perms);
agentItem.BasePermissions = perms | (uint)PermissionMask.Move;
agentItem.CurrentPermissions = agentItem.BasePermissions;
}
else
{
agentItem.CurrentPermissions = agentItem.BasePermissions & taskItem.CurrentPermissions;
}
agentItem.Flags |= (uint)InventoryItemFlags.ObjectSlamPerm;
agentItem.NextPermissions = taskItem.NextPermissions;

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@ -1132,14 +1132,11 @@ namespace OpenSim.Region.Framework.Scenes
// "[SCENE OBJECT PART INVENTORY]: Applying next permissions {0} to {1} in {2} with current {3}, base {4}, everyone {5}",
// item.NextPermissions, item.Name, m_part.Name, item.CurrentPermissions, item.BasePermissions, item.EveryonePermissions);
if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
if (item.InvType == (int)InventoryType.Object)
{
if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
uint perms = item.CurrentPermissions;
PermissionsUtil.ApplyFoldedPermissions(perms, ref perms);
item.CurrentPermissions = perms;
}
item.CurrentPermissions &= item.NextPermissions;