Fixed a bug in the permissions module, where if there were multiple admins, the client permissions flags were sent incorrectly, which stopped one admin being able to edit another admin's objects. Even thought the comments in the code said that admins should be able to edit each other's objects.
parent
334738fca9
commit
ceb4db5272
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@ -450,14 +450,14 @@ namespace OpenSim.Region.CoreModules.World.Permissions
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return objectOwnerMask;
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}
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// Users should be able to edit what is over their land.
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ILandObject parcel = m_scene.LandChannel.GetLandObject(task.AbsolutePosition.X, task.AbsolutePosition.Y);
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if (parcel != null && parcel.landData.OwnerID == user && m_ParcelOwnerIsGod)
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return objectOwnerMask;
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//// Users should be able to edit what is over their land.
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//ILandObject parcel = m_scene.LandChannel.GetLandObject(task.AbsolutePosition.X, task.AbsolutePosition.Y);
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//if (parcel != null && parcel.landData.OwnerID == user && m_ParcelOwnerIsGod)
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// return objectOwnerMask;
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// Admin objects should not be editable by the above
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if (IsAdministrator(objectOwner))
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return objectEveryoneMask;
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//// Admin objects should not be editable by the above
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//if (IsAdministrator(objectOwner))
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// return objectEveryoneMask;
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// Estate users should be able to edit anything in the sim
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if (IsEstateManager(user) && m_RegionOwnerIsGod)
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@ -467,6 +467,20 @@ namespace OpenSim.Region.CoreModules.World.Permissions
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if (IsAdministrator(user))
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return objectOwnerMask;
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// Users should be able to edit what is over their land.
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ILandObject parcel = m_scene.LandChannel.GetLandObject(task.AbsolutePosition.X, task.AbsolutePosition.Y);
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if (parcel != null && parcel.landData.OwnerID == user && m_ParcelOwnerIsGod)
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{
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uint responseMask = objectOwnerMask;
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// Admin objects should not be editable by the above
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if (IsAdministrator(objectOwner))
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{
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responseMask = objectEveryoneMask;
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}
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return responseMask;
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}
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return objectEveryoneMask;
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}
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