Reapplying a revised version of Christopher Yeoh's (IBM) patch for allow
inventory drop. Also adds a new flags, "propagate_permissions" to OpenSim.ini to control that feature.0.6.1-post-fixes
parent
165fcd1aac
commit
edee11ff87
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@ -591,7 +591,9 @@ namespace OpenSim.Data.Tests
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Assert.That(t.ItemID,Is.EqualTo(id));
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Assert.That(t.LastOwnerID, Is.EqualTo(sog.RootPart.LastOwnerID));
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Assert.That(t.NextPermissions, Is.EqualTo(nextperm));
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Assert.That(t.OwnerID,Is.EqualTo(owner));
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// Ownership changes when you drop an object into an object
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// owned by someone else
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Assert.That(t.OwnerID,Is.EqualTo(sog.RootPart.OwnerID));
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Assert.That(t.CurrentPermissions, Is.EqualTo(curperm));
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Assert.That(t.ParentID,Is.EqualTo(sog.RootPart.FolderID));
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Assert.That(t.ParentPartID,Is.EqualTo(sog.RootPart.UUID));
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@ -848,4 +850,4 @@ namespace OpenSim.Data.Tests
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// return f;
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// }
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}
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}
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}
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@ -64,6 +64,7 @@ namespace OpenSim.Region.Environment.Modules.World.Permissions
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// Bypasses the permissions engine
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private bool m_bypassPermissions = true;
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private bool m_bypassPermissionsValue = true;
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private bool m_propagatePermissions = false;
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private bool m_debugPermissions = false;
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private bool m_allowGridGods = false;
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private bool m_RegionOwnerIsGod = false;
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@ -143,6 +144,7 @@ namespace OpenSim.Region.Environment.Modules.World.Permissions
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m_allowGridGods = myConfig.GetBoolean("allow_grid_gods", false);
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m_bypassPermissions = !myConfig.GetBoolean("serverside_object_permissions", true);
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m_propagatePermissions = myConfig.GetBoolean("propagate_permissions", true);
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m_RegionOwnerIsGod = myConfig.GetBoolean("region_owner_is_god", true);
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m_ParcelOwnerIsGod = myConfig.GetBoolean("parcel_owner_is_god", true);
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@ -278,7 +280,10 @@ namespace OpenSim.Region.Environment.Modules.World.Permissions
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public bool PropagatePermissions()
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{
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return false;
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if (m_bypassPermissions)
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return false;
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return m_propagatePermissions;
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}
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public bool BypassPermissions()
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@ -1179,7 +1179,7 @@ namespace OpenSim.Region.Environment.Scenes
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destTaskItem.InvType = srcTaskItem.InvType;
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destTaskItem.Type = srcTaskItem.Type;
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destPart.AddInventoryItem(destTaskItem);
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destPart.AddInventoryItem(destTaskItem, part.OwnerID != destPart.OwnerID);
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if ((srcTaskItem.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
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part.RemoveInventoryItem(itemId);
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@ -1249,10 +1249,17 @@ namespace OpenSim.Region.Environment.Scenes
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if (part != null)
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{
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if (!ExternalChecks.ExternalChecksCanEditObjectInventory(part.UUID, remoteClient.AgentId))
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return;
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TaskInventoryItem currentItem = part.GetInventoryItem(itemID);
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bool allowInventoryDrop = (part.GetEffectiveObjectFlags()
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& (uint)PrimFlags.AllowInventoryDrop) != 0;
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// Explicity allow anyone to add to the inventory if the
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// AllowInventoryDrop flag has been set. Don't however let
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// them update an item unless they pass the external checks
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//
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if (!ExternalChecks.ExternalChecksCanEditObjectInventory(part.UUID, remoteClient.AgentId)
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&& (currentItem != null || !allowInventoryDrop ))
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return;
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if (currentItem == null)
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{
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@ -1417,7 +1424,7 @@ namespace OpenSim.Region.Environment.Scenes
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taskItem.PermsMask = 0;
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taskItem.AssetID = asset.FullID;
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part.AddInventoryItem(taskItem);
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part.AddInventoryItem(taskItem, false);
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part.GetProperties(remoteClient);
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part.CreateScriptInstance(taskItem, 0, false, DefaultScriptEngine, 0);
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@ -1512,7 +1519,7 @@ namespace OpenSim.Region.Environment.Scenes
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destTaskItem.InvType = srcTaskItem.InvType;
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destTaskItem.Type = srcTaskItem.Type;
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destPart.AddInventoryItemExclusive(destTaskItem);
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destPart.AddInventoryItemExclusive(destTaskItem, false);
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if (running > 0)
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{
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@ -151,23 +151,44 @@ namespace OpenSim.Region.Environment.Scenes
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taskItem.AssetID = item.AssetID;
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taskItem.Name = item.Name;
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taskItem.Description = item.Description;
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taskItem.OwnerID = item.Owner;
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taskItem.OwnerID = part.OwnerID; // Transfer ownership
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taskItem.CreatorID = item.Creator;
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taskItem.Type = item.AssetType;
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taskItem.InvType = item.InvType;
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taskItem.BasePermissions = item.BasePermissions;
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taskItem.CurrentPermissions = item.CurrentPermissions;
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// FIXME: ignoring group permissions for now as they aren't stored in item
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taskItem.EveryonePermissions = item.EveryOnePermissions;
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taskItem.NextPermissions = item.NextPermissions;
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if (remoteClient != null &&
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remoteClient.AgentId != part.OwnerID &&
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m_scene.ExternalChecks.ExternalChecksPropagatePermissions())
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{
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taskItem.BasePermissions = item.BasePermissions &
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item.NextPermissions;
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taskItem.CurrentPermissions = item.CurrentPermissions &
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item.NextPermissions;
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taskItem.EveryonePermissions = item.EveryOnePermissions &
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item.NextPermissions;
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taskItem.NextPermissions = item.NextPermissions;
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taskItem.CurrentPermissions |= 8;
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} else {
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taskItem.BasePermissions = item.BasePermissions;
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taskItem.CurrentPermissions = item.CurrentPermissions;
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taskItem.CurrentPermissions |= 8;
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taskItem.EveryonePermissions = item.EveryOnePermissions;
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taskItem.NextPermissions = item.NextPermissions;
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}
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taskItem.Flags = item.Flags;
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// TODO: These are pending addition of those fields to TaskInventoryItem
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// taskItem.SalePrice = item.SalePrice;
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// taskItem.SaleType = item.SaleType;
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taskItem.CreationDate = (uint)item.CreationDate;
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bool addFromAllowedDrop = false;
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if (remoteClient!=null)
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{
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addFromAllowedDrop = remoteClient.AgentId!=part.OwnerID;
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}
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part.AddInventoryItem(taskItem);
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part.AddInventoryItem(taskItem, addFromAllowedDrop);
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return true;
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}
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@ -289,16 +289,16 @@ namespace OpenSim.Region.Environment.Scenes
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/// name is chosen.
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/// </summary>
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/// <param name="item"></param>
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public void AddInventoryItem(TaskInventoryItem item)
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public void AddInventoryItem(TaskInventoryItem item, bool allowedDrop)
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{
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AddInventoryItem(item.Name, item);
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AddInventoryItem(item.Name, item, allowedDrop);
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}
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/// <summary>
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/// Add an item to this prim's inventory. If an item with the same name already exists, it is replaced.
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/// </summary>
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/// <param name="item"></param>
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public void AddInventoryItemExclusive(TaskInventoryItem item)
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public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
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{
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List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_taskInventory.Values);
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foreach (TaskInventoryItem i in il)
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@ -313,7 +313,7 @@ namespace OpenSim.Region.Environment.Scenes
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}
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}
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AddInventoryItem(item.Name, item);
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AddInventoryItem(item.Name, item, allowedDrop);
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}
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/// <summary>
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@ -324,7 +324,10 @@ namespace OpenSim.Region.Environment.Scenes
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/// The item itself. The name within this structure is ignored in favour of the name
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/// given in this method's arguments
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/// </param>
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protected void AddInventoryItem(string name, TaskInventoryItem item)
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/// <param name="allowedDrop">
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/// Item was only added to inventory because AllowedDrop is set
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/// </param>
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protected void AddInventoryItem(string name, TaskInventoryItem item, bool allowedDrop)
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{
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name = FindAvailableInventoryName(name);
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if (name == String.Empty)
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@ -337,7 +340,11 @@ namespace OpenSim.Region.Environment.Scenes
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lock (m_taskInventory)
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{
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m_taskInventory.Add(item.ItemID, item);
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TriggerScriptChangedEvent(Changed.INVENTORY);
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if (allowedDrop)
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TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
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else
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TriggerScriptChangedEvent(Changed.INVENTORY);
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}
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m_inventorySerial++;
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@ -4006,6 +4006,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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m_host.ParentGroup.RootPart.AllowedDrop = true;
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else
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m_host.ParentGroup.RootPart.AllowedDrop = false;
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// Update the object flags
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m_host.ParentGroup.RootPart.aggregateScriptEvents();
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}
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public LSL_Vector llGetSunDirection()
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@ -1014,7 +1014,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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taskItem.PermsMask = 0;
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taskItem.AssetID = asset.FullID;
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m_host.AddInventoryItem(taskItem);
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m_host.AddInventoryItem(taskItem, false);
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}
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}
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}
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