nore permissions masks hierachy
parent
fedd1a93d2
commit
d8341588b3
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@ -597,10 +597,10 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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basePerms = PermissionsUtil.FixAndFoldPermissions(basePerms);
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item.BasePermissions = basePerms;
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item.CurrentPermissions = item.BasePermissions;
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item.NextPermissions = effectivePerms & so.RootPart.NextOwnerMask;
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item.EveryOnePermissions = so.RootPart.EveryoneMask & so.RootPart.NextOwnerMask;
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item.GroupPermissions = so.RootPart.GroupMask & so.RootPart.NextOwnerMask;
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item.CurrentPermissions = basePerms;
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item.NextPermissions = basePerms & so.RootPart.NextOwnerMask;
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item.EveryOnePermissions = basePerms & so.RootPart.EveryoneMask;
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item.GroupPermissions = basePerms & so.RootPart.GroupMask;
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// apply next owner perms on rez
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item.Flags |= (uint)InventoryItemFlags.ObjectSlamPerm;
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@ -216,12 +216,10 @@ namespace OpenSim.Region.CoreModules.World.Objects.BuySell
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item.BasePermissions = perms;
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item.CurrentPermissions = perms;
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perms &= part.NextOwnerMask;
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item.NextPermissions = perms;
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item.NextPermissions = part.NextOwnerMask & perms;
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item.EveryOnePermissions = part.EveryoneMask & perms;
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item.GroupPermissions = part.GroupMask & perms;
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item.Flags |= (uint)InventoryItemFlags.ObjectSlamPerm;
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item.CreationDate = Util.UnixTimeSinceEpoch();
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@ -1267,29 +1267,27 @@ namespace OpenSim.Region.Framework.Scenes
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// TODO: Fix this after the inventory fixer exists and has beenr run
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if ((part.OwnerID != destAgent) && Permissions.PropagatePermissions())
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{
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agentItem.BasePermissions = taskItem.BasePermissions & taskItem.NextPermissions;
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uint perms = taskItem.BasePermissions & taskItem.NextPermissions;
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if (taskItem.InvType == (int)InventoryType.Object)
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{
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uint perms = agentItem.BasePermissions;
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PermissionsUtil.ApplyFoldedPermissions(taskItem.CurrentPermissions, ref perms );
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// perms |= (uint)PermissionMask.Move;
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// agentItem.BasePermissions = perms;
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agentItem.BasePermissions = PermissionsUtil.FixAndFoldPermissions(perms);
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perms = PermissionsUtil.FixAndFoldPermissions(perms);
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}
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else
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agentItem.BasePermissions &= taskItem.CurrentPermissions;
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perms &= taskItem.CurrentPermissions;
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// always unlock
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agentItem.BasePermissions |= (uint)PermissionMask.Move;
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perms |= (uint)PermissionMask.Move;
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agentItem.CurrentPermissions = agentItem.BasePermissions;
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agentItem.BasePermissions = perms;
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agentItem.CurrentPermissions = perms;
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agentItem.NextPermissions = perms & taskItem.NextPermissions;
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agentItem.EveryOnePermissions = perms & taskItem.EveryonePermissions;
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// Group permissions make no sense here
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agentItem.GroupPermissions = 0;
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agentItem.Flags |= (uint)InventoryItemFlags.ObjectSlamPerm;
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agentItem.Flags &= ~(uint)(InventoryItemFlags.ObjectOverwriteBase | InventoryItemFlags.ObjectOverwriteOwner | InventoryItemFlags.ObjectOverwriteGroup | InventoryItemFlags.ObjectOverwriteEveryone | InventoryItemFlags.ObjectOverwriteNextOwner);
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agentItem.NextPermissions = taskItem.NextPermissions;
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agentItem.EveryOnePermissions = taskItem.EveryonePermissions & (taskItem.NextPermissions | (uint)PermissionMask.Move);
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// Group permissions make no sense here
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agentItem.GroupPermissions = 0;
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}
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else
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{
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