Merge branch 'master' of opensimulator.org:/var/git/opensim
commit
fba2466c16
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@ -3053,11 +3053,13 @@ namespace OpenSim.ApplicationPlugins.RemoteController
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{
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if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
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{
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uint perms = item.CurrentPermissions;
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PermissionsUtil.ApplyFoldedPermissions(item.CurrentPermissions, ref perms);
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item.CurrentPermissions = perms;
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if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
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item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
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if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
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item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
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if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
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item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
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}
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item.CurrentPermissions &= item.NextPermissions;
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item.BasePermissions &= item.NextPermissions;
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item.EveryOnePermissions &= item.NextPermissions;
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@ -64,24 +64,5 @@ namespace OpenSim.Framework
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str = ".";
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return str;
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}
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/// <summary>
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/// Applies an object's folded permissions to its regular permissions.
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/// </summary>
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/// <param name="foldedPerms">The folded permissions. Only the lowest 7 bits are examined.</param>
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/// <param name="mainPerms">The permissions variable to modify.</param>
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public static void ApplyFoldedPermissions(uint foldedPerms, ref uint mainPerms)
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{
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// if ((foldedPerms & 7) == 0)
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// return; // assume that if the folded permissions are 0 then this means that they weren't actually recorded
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if ((foldedPerms & ((uint)PermissionMask.Copy >> 13)) == 0)
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mainPerms &= ~(uint)PermissionMask.Copy;
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if ((foldedPerms & ((uint)PermissionMask.Transfer >> 13)) == 0)
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mainPerms &= ~(uint)PermissionMask.Transfer;
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if ((foldedPerms & ((uint)PermissionMask.Modify >> 13)) == 0)
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mainPerms &= ~(uint)PermissionMask.Modify;
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}
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}
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}
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@ -532,17 +532,13 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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}
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else
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{
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AddPermissions(item, objlist[0], objlist, remoteClient);
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item.CreationDate = Util.UnixTimeSinceEpoch();
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item.Description = asset.Description;
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item.Name = asset.Name;
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item.AssetType = asset.Type;
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//preserve perms on return
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if(DeRezAction.Return == action)
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AddPermissions(item, objlist[0], objlist, null);
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else
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AddPermissions(item, objlist[0], objlist, remoteClient);
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m_Scene.AddInventoryItem(item);
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if (remoteClient != null && item.Owner == remoteClient.AgentId)
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@ -599,15 +595,16 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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}
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effectivePerms |= (uint)PermissionMask.Move;
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//PermissionsUtil.LogPermissions(item.Name, "Before AddPermissions", item.BasePermissions, item.CurrentPermissions, item.NextPermissions);
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if (remoteClient != null && (remoteClient.AgentId != so.RootPart.OwnerID) && m_Scene.Permissions.PropagatePermissions())
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{
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// Changing ownership, so apply the "Next Owner" permissions to all of the
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// inventory item's permissions.
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uint perms = effectivePerms;
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PermissionsUtil.ApplyFoldedPermissions(effectivePerms, ref perms);
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uint nextPerms = (perms & 7) << 13;
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if ((nextPerms & (uint)PermissionMask.Copy) == 0)
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perms &= ~(uint)PermissionMask.Copy;
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if ((nextPerms & (uint)PermissionMask.Transfer) == 0)
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perms &= ~(uint)PermissionMask.Transfer;
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if ((nextPerms & (uint)PermissionMask.Modify) == 0)
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perms &= ~(uint)PermissionMask.Modify;
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item.BasePermissions = perms & so.RootPart.NextOwnerMask;
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item.CurrentPermissions = item.BasePermissions;
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@ -620,13 +617,6 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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}
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else
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{
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// Not changing ownership.
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// In this case we apply the permissions in the object's items ONLY to the inventory
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// item's "Next Owner" permissions, but NOT to its "Current", "Base", etc. permissions.
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// E.g., if the object contains a No-Transfer item then the item's "Next Owner"
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// permissions are also No-Transfer.
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PermissionsUtil.ApplyFoldedPermissions(effectivePerms, ref allObjectsNextOwnerPerms);
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item.BasePermissions = effectivePerms;
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item.CurrentPermissions = effectivePerms;
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item.NextPermissions = so.RootPart.NextOwnerMask & effectivePerms;
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@ -640,10 +630,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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(uint)PermissionMask.Move |
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(uint)PermissionMask.Export |
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7); // Preserve folded permissions
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}
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//PermissionsUtil.LogPermissions(item.Name, "After AddPermissions", item.BasePermissions, item.CurrentPermissions, item.NextPermissions);
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}
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return item;
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}
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@ -1153,6 +1141,12 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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part.OwnerID = item.Owner;
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part.RezzerID = item.Owner;
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part.Inventory.ChangeInventoryOwner(item.Owner);
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// This applies the base mask from the item as the next
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// permissions for the object. This is correct because the
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// giver's base mask was masked by the giver's next owner
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// mask, so the base mask equals the original next owner mask.
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part.NextOwnerMask = item.BasePermissions;
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}
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so.ApplyNextOwnerPermissions();
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@ -1164,10 +1158,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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{
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if ((item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0)
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{
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if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0)
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part.EveryoneMask = item.EveryOnePermissions & part.BaseMask;
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if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0)
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part.NextOwnerMask = item.NextPermissions & part.BaseMask;
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part.EveryoneMask = item.EveryOnePermissions & part.BaseMask;
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part.NextOwnerMask = item.NextPermissions & part.BaseMask;
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}
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}
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}
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@ -211,7 +211,13 @@ namespace OpenSim.Region.CoreModules.World.Objects.BuySell
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item.InvType = (int)InventoryType.Object;
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item.Folder = categoryID;
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PermissionsUtil.ApplyFoldedPermissions(perms, ref perms);
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uint nextPerms=(perms & 7) << 13;
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if ((nextPerms & (uint)PermissionMask.Copy) == 0)
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perms &= ~(uint)PermissionMask.Copy;
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if ((nextPerms & (uint)PermissionMask.Transfer) == 0)
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perms &= ~(uint)PermissionMask.Transfer;
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if ((nextPerms & (uint)PermissionMask.Modify) == 0)
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perms &= ~(uint)PermissionMask.Modify;
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item.BasePermissions = perms & part.NextOwnerMask;
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item.CurrentPermissions = perms & part.NextOwnerMask;
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@ -627,6 +627,7 @@ namespace OpenSim.Region.Framework.Scenes
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itemCopy.AssetType = item.AssetType;
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itemCopy.InvType = item.InvType;
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itemCopy.Folder = recipientFolderId;
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itemCopy.Flags = item.Flags;
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if (Permissions.PropagatePermissions() && recipient != senderId)
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{
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@ -643,7 +644,7 @@ namespace OpenSim.Region.Framework.Scenes
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//
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// Transfer
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// Copy
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// Modufy
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// Modify
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uint permsMask = ~ ((uint)PermissionMask.Copy |
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(uint)PermissionMask.Transfer |
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(uint)PermissionMask.Modify);
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@ -681,13 +682,17 @@ namespace OpenSim.Region.Framework.Scenes
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// a mask
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if (item.InvType == (int)InventoryType.Object)
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{
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// Create a safe mask for the current perms
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uint foldedPerms = (item.CurrentPermissions & 7) << 13;
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foldedPerms |= permsMask;
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bool isRootMod = (item.CurrentPermissions &
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(uint)PermissionMask.Modify) != 0 ?
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true : false;
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// Mask the owner perms to the folded perms
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PermissionsUtil.ApplyFoldedPermissions(item.CurrentPermissions, ref ownerPerms);
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PermissionsUtil.ApplyFoldedPermissions(item.CurrentPermissions, ref basePerms);
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ownerPerms &= foldedPerms;
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basePerms &= foldedPerms;
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// If the root was mod, let the mask reflect that
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// We also need to adjust the base here, because
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@ -714,6 +719,10 @@ namespace OpenSim.Region.Framework.Scenes
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itemCopy.BasePermissions = basePerms;
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itemCopy.CurrentPermissions = ownerPerms;
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itemCopy.Flags |= (uint)InventoryItemFlags.ObjectSlamPerm;
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// Need to clear the other inventory slam options.
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// That is so we can handle the case where the recipient
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// changes the bits in inventory before rezzing
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itemCopy.Flags &= ~(uint)(InventoryItemFlags.ObjectOverwriteBase | InventoryItemFlags.ObjectOverwriteOwner | InventoryItemFlags.ObjectOverwriteGroup | InventoryItemFlags.ObjectOverwriteEveryone | InventoryItemFlags.ObjectOverwriteNextOwner);
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itemCopy.NextPermissions = item.NextPermissions;
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@ -763,9 +772,8 @@ namespace OpenSim.Region.Framework.Scenes
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itemCopy.GroupID = UUID.Zero;
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itemCopy.GroupOwned = false;
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itemCopy.Flags = item.Flags;
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itemCopy.SalePrice = item.SalePrice;
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itemCopy.SaleType = item.SaleType;
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itemCopy.SalePrice = 0; //item.SalePrice;
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itemCopy.SaleType = 0; //item.SaleType;
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IInventoryAccessModule invAccess = RequestModuleInterface<IInventoryAccessModule>();
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if (invAccess != null)
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@ -1240,26 +1248,18 @@ namespace OpenSim.Region.Framework.Scenes
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{
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agentItem.BasePermissions = taskItem.BasePermissions & (taskItem.NextPermissions | (uint)PermissionMask.Move);
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if (taskItem.InvType == (int)InventoryType.Object)
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{
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// Bake the new base permissions from folded permissions
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// The folded perms are in the lowest 3 bits of the current perms
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// We use base permissions here to avoid baking the "Locked" status
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// into the item as it is passed.
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uint perms = taskItem.BasePermissions & taskItem.NextPermissions;
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PermissionsUtil.ApplyFoldedPermissions(taskItem.CurrentPermissions, ref perms);
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// Avoid the "lock trap" - move must always be enabled but the above may remove it
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// Add it back here.
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agentItem.BasePermissions = perms | (uint)PermissionMask.Move;
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// Newly given items cannot be "locked" on rez. Make sure by
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// setting current equal to base.
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}
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agentItem.CurrentPermissions = agentItem.BasePermissions & (((taskItem.CurrentPermissions & 7) << 13) | (taskItem.CurrentPermissions & (uint)PermissionMask.Move));
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else
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agentItem.CurrentPermissions = agentItem.BasePermissions & taskItem.CurrentPermissions;
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agentItem.CurrentPermissions = agentItem.BasePermissions;
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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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agentItem.GroupPermissions = taskItem.GroupPermissions & taskItem.NextPermissions;
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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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@ -1267,7 +1267,7 @@ namespace OpenSim.Region.Framework.Scenes
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agentItem.CurrentPermissions = taskItem.CurrentPermissions;
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agentItem.NextPermissions = taskItem.NextPermissions;
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agentItem.EveryOnePermissions = taskItem.EveryonePermissions;
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agentItem.GroupPermissions = taskItem.GroupPermissions;
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agentItem.GroupPermissions = 0;
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}
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message = null;
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@ -5242,6 +5242,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
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BaseMask &= NextOwnerMask | (uint)PermissionMask.Export;
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OwnerMask &= NextOwnerMask;
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EveryoneMask &= NextOwnerMask | (uint)PermissionMask.Export;
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GroupMask = 0; // Giving an object zaps group permissions
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Inventory.ApplyNextOwnerPermissions();
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}
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@ -1358,12 +1358,19 @@ namespace OpenSim.Region.Framework.Scenes
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{
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if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
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{
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if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
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item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
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if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
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item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
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if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
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item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
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// m_log.DebugFormat (
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// "[SCENE OBJECT PART INVENTORY]: Applying next permissions {0} to {1} in {2} with current {3}, base {4}, everyone {5}",
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// item.NextPermissions, item.Name, m_part.Name, item.CurrentPermissions, item.BasePermissions, item.EveryonePermissions);
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if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
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{
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if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
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item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
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if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
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item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
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if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
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item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
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}
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}
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item.CurrentPermissions &= item.NextPermissions;
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item.BasePermissions &= item.NextPermissions;
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@ -947,7 +947,6 @@ namespace OpenSim.Services.UserAccountService
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if (item.InvType == (int)InventoryType.Object)
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{
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uint perms = item.CurrentPermissions;
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PermissionsUtil.ApplyFoldedPermissions(item.CurrentPermissions, ref perms);
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item.CurrentPermissions = perms;
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}
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