Fixed: the parcel flag "Allow Scripts from Group" should only check if the parcel has a Group set; it doesn't have to be *deeded* to the group
Also some cleanup of the use of Group ID's (with no change to functionality).0.8.0.3
parent
63fd027494
commit
a780e01a54
|
@ -633,12 +633,19 @@ namespace OpenSim.Region.CoreModules.World.Archiver
|
|||
|
||||
// Validate User and Group UUID's
|
||||
|
||||
if (!ResolveGroupUuid(parcel.GroupID))
|
||||
parcel.GroupID = UUID.Zero;
|
||||
|
||||
if (parcel.IsGroupOwned)
|
||||
{
|
||||
if (!ResolveGroupUuid(parcel.GroupID))
|
||||
if (parcel.GroupID != UUID.Zero)
|
||||
{
|
||||
// In group-owned parcels, OwnerID=GroupID. This should already be the case, but let's make sure.
|
||||
parcel.OwnerID = parcel.GroupID;
|
||||
}
|
||||
else
|
||||
{
|
||||
parcel.OwnerID = m_rootScene.RegionInfo.EstateSettings.EstateOwner;
|
||||
parcel.GroupID = UUID.Zero;
|
||||
parcel.IsGroupOwned = false;
|
||||
}
|
||||
}
|
||||
|
@ -646,9 +653,6 @@ namespace OpenSim.Region.CoreModules.World.Archiver
|
|||
{
|
||||
if (!ResolveUserUuid(scene, parcel.OwnerID))
|
||||
parcel.OwnerID = m_rootScene.RegionInfo.EstateSettings.EstateOwner;
|
||||
|
||||
if (!ResolveGroupUuid(parcel.GroupID))
|
||||
parcel.GroupID = UUID.Zero;
|
||||
}
|
||||
|
||||
List<LandAccessEntry> accessList = new List<LandAccessEntry>();
|
||||
|
|
|
@ -1543,8 +1543,7 @@ namespace OpenSim.Region.CoreModules.World.Land
|
|||
|
||||
private void IncomingLandObjectFromStorage(LandData data)
|
||||
{
|
||||
ILandObject new_land = new LandObject(data.OwnerID, data.IsGroupOwned, m_scene);
|
||||
new_land.LandData = data.Copy();
|
||||
ILandObject new_land = new LandObject(data, m_scene);
|
||||
new_land.SetLandBitmapFromByteArray();
|
||||
AddLandObject(new_land);
|
||||
}
|
||||
|
|
|
@ -120,6 +120,12 @@ namespace OpenSim.Region.CoreModules.World.Land
|
|||
|
||||
#region Constructors
|
||||
|
||||
public LandObject(LandData landData, Scene scene)
|
||||
{
|
||||
LandData = landData.Copy();
|
||||
m_scene = scene;
|
||||
}
|
||||
|
||||
public LandObject(UUID owner_id, bool is_group_owned, Scene scene)
|
||||
{
|
||||
m_scene = scene;
|
||||
|
@ -163,12 +169,8 @@ namespace OpenSim.Region.CoreModules.World.Land
|
|||
|
||||
public ILandObject Copy()
|
||||
{
|
||||
ILandObject newLand = new LandObject(LandData.OwnerID, LandData.IsGroupOwned, m_scene);
|
||||
|
||||
//Place all new variables here!
|
||||
ILandObject newLand = new LandObject(LandData, m_scene);
|
||||
newLand.LandBitmap = (bool[,]) (LandBitmap.Clone());
|
||||
newLand.LandData = LandData.Copy();
|
||||
|
||||
return newLand;
|
||||
}
|
||||
|
||||
|
|
|
@ -4516,11 +4516,12 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
{
|
||||
return true;
|
||||
}
|
||||
else if ((parcel.LandData.Flags & (uint)ParcelFlags.AllowGroupScripts) != 0)
|
||||
else if ((part.OwnerID == parcel.LandData.OwnerID) || Permissions.IsGod(part.OwnerID))
|
||||
{
|
||||
if (part.OwnerID == parcel.LandData.OwnerID
|
||||
|| (parcel.LandData.IsGroupOwned && part.GroupID == parcel.LandData.GroupID)
|
||||
|| Permissions.IsGod(part.OwnerID))
|
||||
return true;
|
||||
}
|
||||
else if (((parcel.LandData.Flags & (uint)ParcelFlags.AllowGroupScripts) != 0)
|
||||
&& (parcel.LandData.GroupID != UUID.Zero) && (parcel.LandData.GroupID == part.GroupID))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
@ -4530,18 +4531,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (part.OwnerID == parcel.LandData.OwnerID)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
if (pos.X > 0f && pos.X < RegionInfo.RegionSizeX && pos.Y > 0f && pos.Y < RegionInfo.RegionSizeY)
|
||||
|
|
Loading…
Reference in New Issue