Fix bad child prim permissions that can make objects change perms after rezzing
parent
450207d4d8
commit
c1a0c7fad1
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@ -1983,6 +1983,9 @@ namespace OpenSim.Region.Framework.Scenes
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SceneObjectGroup grp = part.ParentGroup;
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SceneObjectGroup grp = part.ParentGroup;
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// If child prims have invalid perms, fix them
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grp.AdjustChildPrimPermissions();
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if (remoteClient == null)
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if (remoteClient == null)
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{
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{
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// Autoreturn has a null client. Nothing else does. So
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// Autoreturn has a null client. Nothing else does. So
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@ -2852,6 +2852,9 @@ namespace OpenSim.Region.Framework.Scenes
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// Can't do this yet since backup still makes use of the root part without any synchronization
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// Can't do this yet since backup still makes use of the root part without any synchronization
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// objectGroup.m_rootPart = null;
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// objectGroup.m_rootPart = null;
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// If linking prims with different permissions, fix them
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AdjustChildPrimPermissions();
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AttachToBackup();
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AttachToBackup();
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// Here's the deal, this is ABSOLUTELY CRITICAL so the physics scene gets the update about the
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// Here's the deal, this is ABSOLUTELY CRITICAL so the physics scene gets the update about the
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@ -3391,12 +3394,21 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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}
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}
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public void AdjustChildPrimPermissions()
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{
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ForEachPart(part =>
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{
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if (part != RootPart)
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part.ClonePermissions(RootPart);
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});
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}
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public void UpdatePermissions(UUID AgentID, byte field, uint localID,
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public void UpdatePermissions(UUID AgentID, byte field, uint localID,
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uint mask, byte addRemTF)
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uint mask, byte addRemTF)
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{
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{
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SceneObjectPart[] parts = m_parts.GetArray();
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RootPart.UpdatePermissions(AgentID, field, localID, mask, addRemTF);
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for (int i = 0; i < parts.Length; i++)
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parts[i].UpdatePermissions(AgentID, field, localID, mask, addRemTF);
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AdjustChildPrimPermissions();
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HasGroupChanged = true;
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HasGroupChanged = true;
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@ -4487,6 +4487,27 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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}
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}
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public void ClonePermissions(SceneObjectPart source)
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{
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bool update = false;
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if (BaseMask != source.BaseMask ||
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OwnerMask != source.OwnerMask ||
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GroupMask != source.GroupMask ||
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EveryoneMask != source.EveryoneMask ||
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NextOwnerMask != source.NextOwnerMask)
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update = true;
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BaseMask = source.BaseMask;
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OwnerMask = source.OwnerMask;
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GroupMask = source.GroupMask;
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EveryoneMask = source.EveryoneMask;
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NextOwnerMask = source.NextOwnerMask;
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if (update)
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SendFullUpdateToAllClients();
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}
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public bool IsHingeJoint()
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public bool IsHingeJoint()
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{
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{
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// For now, we use the NINJA naming scheme for identifying joints.
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// For now, we use the NINJA naming scheme for identifying joints.
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