diff --git a/OpenSim/ApplicationPlugins/RemoteController/RemoteAdminPlugin.cs b/OpenSim/ApplicationPlugins/RemoteController/RemoteAdminPlugin.cs index a5c9fb4c48..597b4397c5 100644 --- a/OpenSim/ApplicationPlugins/RemoteController/RemoteAdminPlugin.cs +++ b/OpenSim/ApplicationPlugins/RemoteController/RemoteAdminPlugin.cs @@ -3053,11 +3053,13 @@ namespace OpenSim.ApplicationPlugins.RemoteController { if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) { - uint perms = item.CurrentPermissions; - PermissionsUtil.ApplyFoldedPermissions(item.CurrentPermissions, ref perms); - item.CurrentPermissions = perms; + if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) + item.CurrentPermissions &= ~(uint)PermissionMask.Copy; + if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) + item.CurrentPermissions &= ~(uint)PermissionMask.Transfer; + if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0) + item.CurrentPermissions &= ~(uint)PermissionMask.Modify; } - item.CurrentPermissions &= item.NextPermissions; item.BasePermissions &= item.NextPermissions; item.EveryOnePermissions &= item.NextPermissions; diff --git a/OpenSim/Framework/PermissionsUtil.cs b/OpenSim/Framework/PermissionsUtil.cs index 5d3186da62..3dce04dde0 100644 --- a/OpenSim/Framework/PermissionsUtil.cs +++ b/OpenSim/Framework/PermissionsUtil.cs @@ -64,24 +64,5 @@ namespace OpenSim.Framework str = "."; return str; } - - /// - /// Applies an object's folded permissions to its regular permissions. - /// - /// The folded permissions. Only the lowest 7 bits are examined. - /// The permissions variable to modify. - public static void ApplyFoldedPermissions(uint foldedPerms, ref uint mainPerms) - { -// if ((foldedPerms & 7) == 0) -// return; // assume that if the folded permissions are 0 then this means that they weren't actually recorded - - if ((foldedPerms & ((uint)PermissionMask.Copy >> 13)) == 0) - mainPerms &= ~(uint)PermissionMask.Copy; - if ((foldedPerms & ((uint)PermissionMask.Transfer >> 13)) == 0) - mainPerms &= ~(uint)PermissionMask.Transfer; - if ((foldedPerms & ((uint)PermissionMask.Modify >> 13)) == 0) - mainPerms &= ~(uint)PermissionMask.Modify; - } - } } diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs index fcf373bc38..010482374c 100644 --- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs +++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs @@ -532,17 +532,13 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess } else { + AddPermissions(item, objlist[0], objlist, remoteClient); + item.CreationDate = Util.UnixTimeSinceEpoch(); item.Description = asset.Description; item.Name = asset.Name; item.AssetType = asset.Type; - //preserve perms on return - if(DeRezAction.Return == action) - AddPermissions(item, objlist[0], objlist, null); - else - AddPermissions(item, objlist[0], objlist, remoteClient); - m_Scene.AddInventoryItem(item); if (remoteClient != null && item.Owner == remoteClient.AgentId) @@ -599,15 +595,16 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess } effectivePerms |= (uint)PermissionMask.Move; - //PermissionsUtil.LogPermissions(item.Name, "Before AddPermissions", item.BasePermissions, item.CurrentPermissions, item.NextPermissions); - if (remoteClient != null && (remoteClient.AgentId != so.RootPart.OwnerID) && m_Scene.Permissions.PropagatePermissions()) { - // Changing ownership, so apply the "Next Owner" permissions to all of the - // inventory item's permissions. - uint perms = effectivePerms; - PermissionsUtil.ApplyFoldedPermissions(effectivePerms, ref perms); + uint nextPerms = (perms & 7) << 13; + if ((nextPerms & (uint)PermissionMask.Copy) == 0) + perms &= ~(uint)PermissionMask.Copy; + if ((nextPerms & (uint)PermissionMask.Transfer) == 0) + perms &= ~(uint)PermissionMask.Transfer; + if ((nextPerms & (uint)PermissionMask.Modify) == 0) + perms &= ~(uint)PermissionMask.Modify; item.BasePermissions = perms & so.RootPart.NextOwnerMask; item.CurrentPermissions = item.BasePermissions; @@ -620,13 +617,6 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess } else { - // Not changing ownership. - // In this case we apply the permissions in the object's items ONLY to the inventory - // item's "Next Owner" permissions, but NOT to its "Current", "Base", etc. permissions. - // E.g., if the object contains a No-Transfer item then the item's "Next Owner" - // permissions are also No-Transfer. - PermissionsUtil.ApplyFoldedPermissions(effectivePerms, ref allObjectsNextOwnerPerms); - item.BasePermissions = effectivePerms; item.CurrentPermissions = effectivePerms; item.NextPermissions = so.RootPart.NextOwnerMask & effectivePerms; @@ -640,10 +630,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess (uint)PermissionMask.Move | (uint)PermissionMask.Export | 7); // Preserve folded permissions - } - - //PermissionsUtil.LogPermissions(item.Name, "After AddPermissions", item.BasePermissions, item.CurrentPermissions, item.NextPermissions); - + } + return item; } @@ -1153,6 +1141,12 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess part.OwnerID = item.Owner; part.RezzerID = item.Owner; part.Inventory.ChangeInventoryOwner(item.Owner); + + // This applies the base mask from the item as the next + // permissions for the object. This is correct because the + // giver's base mask was masked by the giver's next owner + // mask, so the base mask equals the original next owner mask. + part.NextOwnerMask = item.BasePermissions; } so.ApplyNextOwnerPermissions(); @@ -1164,10 +1158,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess { if ((item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0) { - if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0) - part.EveryoneMask = item.EveryOnePermissions & part.BaseMask; - if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0) - part.NextOwnerMask = item.NextPermissions & part.BaseMask; + part.EveryoneMask = item.EveryOnePermissions & part.BaseMask; + part.NextOwnerMask = item.NextPermissions & part.BaseMask; } } } diff --git a/OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs b/OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs index b7f01be16c..283735889f 100644 --- a/OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs +++ b/OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs @@ -211,7 +211,13 @@ namespace OpenSim.Region.CoreModules.World.Objects.BuySell item.InvType = (int)InventoryType.Object; item.Folder = categoryID; - PermissionsUtil.ApplyFoldedPermissions(perms, ref perms); + uint nextPerms=(perms & 7) << 13; + if ((nextPerms & (uint)PermissionMask.Copy) == 0) + perms &= ~(uint)PermissionMask.Copy; + if ((nextPerms & (uint)PermissionMask.Transfer) == 0) + perms &= ~(uint)PermissionMask.Transfer; + if ((nextPerms & (uint)PermissionMask.Modify) == 0) + perms &= ~(uint)PermissionMask.Modify; item.BasePermissions = perms & part.NextOwnerMask; item.CurrentPermissions = perms & part.NextOwnerMask; diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs index e3ccf96fbe..cb06540de5 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs @@ -627,6 +627,7 @@ namespace OpenSim.Region.Framework.Scenes itemCopy.AssetType = item.AssetType; itemCopy.InvType = item.InvType; itemCopy.Folder = recipientFolderId; + itemCopy.Flags = item.Flags; if (Permissions.PropagatePermissions() && recipient != senderId) { @@ -643,7 +644,7 @@ namespace OpenSim.Region.Framework.Scenes // // Transfer // Copy - // Modufy + // Modify uint permsMask = ~ ((uint)PermissionMask.Copy | (uint)PermissionMask.Transfer | (uint)PermissionMask.Modify); @@ -681,13 +682,17 @@ namespace OpenSim.Region.Framework.Scenes // a mask if (item.InvType == (int)InventoryType.Object) { + // Create a safe mask for the current perms + uint foldedPerms = (item.CurrentPermissions & 7) << 13; + foldedPerms |= permsMask; + bool isRootMod = (item.CurrentPermissions & (uint)PermissionMask.Modify) != 0 ? true : false; // Mask the owner perms to the folded perms - PermissionsUtil.ApplyFoldedPermissions(item.CurrentPermissions, ref ownerPerms); - PermissionsUtil.ApplyFoldedPermissions(item.CurrentPermissions, ref basePerms); + ownerPerms &= foldedPerms; + basePerms &= foldedPerms; // If the root was mod, let the mask reflect that // We also need to adjust the base here, because @@ -714,6 +719,10 @@ namespace OpenSim.Region.Framework.Scenes itemCopy.BasePermissions = basePerms; itemCopy.CurrentPermissions = ownerPerms; itemCopy.Flags |= (uint)InventoryItemFlags.ObjectSlamPerm; + // Need to clear the other inventory slam options. + // That is so we can handle the case where the recipient + // changes the bits in inventory before rezzing + itemCopy.Flags &= ~(uint)(InventoryItemFlags.ObjectOverwriteBase | InventoryItemFlags.ObjectOverwriteOwner | InventoryItemFlags.ObjectOverwriteGroup | InventoryItemFlags.ObjectOverwriteEveryone | InventoryItemFlags.ObjectOverwriteNextOwner); itemCopy.NextPermissions = item.NextPermissions; @@ -763,9 +772,8 @@ namespace OpenSim.Region.Framework.Scenes itemCopy.GroupID = UUID.Zero; itemCopy.GroupOwned = false; - itemCopy.Flags = item.Flags; - itemCopy.SalePrice = item.SalePrice; - itemCopy.SaleType = item.SaleType; + itemCopy.SalePrice = 0; //item.SalePrice; + itemCopy.SaleType = 0; //item.SaleType; IInventoryAccessModule invAccess = RequestModuleInterface(); if (invAccess != null) @@ -1240,26 +1248,18 @@ namespace OpenSim.Region.Framework.Scenes { agentItem.BasePermissions = taskItem.BasePermissions & (taskItem.NextPermissions | (uint)PermissionMask.Move); if (taskItem.InvType == (int)InventoryType.Object) - { - // Bake the new base permissions from folded permissions - // The folded perms are in the lowest 3 bits of the current perms - // We use base permissions here to avoid baking the "Locked" status - // into the item as it is passed. - uint perms = taskItem.BasePermissions & taskItem.NextPermissions; - PermissionsUtil.ApplyFoldedPermissions(taskItem.CurrentPermissions, ref perms); - // Avoid the "lock trap" - move must always be enabled but the above may remove it - // Add it back here. - agentItem.BasePermissions = perms | (uint)PermissionMask.Move; - // Newly given items cannot be "locked" on rez. Make sure by - // setting current equal to base. - } + agentItem.CurrentPermissions = agentItem.BasePermissions & (((taskItem.CurrentPermissions & 7) << 13) | (taskItem.CurrentPermissions & (uint)PermissionMask.Move)); + else + agentItem.CurrentPermissions = agentItem.BasePermissions & taskItem.CurrentPermissions; agentItem.CurrentPermissions = agentItem.BasePermissions; agentItem.Flags |= (uint)InventoryItemFlags.ObjectSlamPerm; + agentItem.Flags &= ~(uint)(InventoryItemFlags.ObjectOverwriteBase | InventoryItemFlags.ObjectOverwriteOwner | InventoryItemFlags.ObjectOverwriteGroup | InventoryItemFlags.ObjectOverwriteEveryone | InventoryItemFlags.ObjectOverwriteNextOwner); agentItem.NextPermissions = taskItem.NextPermissions; agentItem.EveryOnePermissions = taskItem.EveryonePermissions & (taskItem.NextPermissions | (uint)PermissionMask.Move); - agentItem.GroupPermissions = taskItem.GroupPermissions & taskItem.NextPermissions; + // Group permissions make no sense here + agentItem.GroupPermissions = 0; } else { @@ -1267,7 +1267,7 @@ namespace OpenSim.Region.Framework.Scenes agentItem.CurrentPermissions = taskItem.CurrentPermissions; agentItem.NextPermissions = taskItem.NextPermissions; agentItem.EveryOnePermissions = taskItem.EveryonePermissions; - agentItem.GroupPermissions = taskItem.GroupPermissions; + agentItem.GroupPermissions = 0; } message = null; diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index b97cceb2bb..99be06bd01 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs @@ -5242,6 +5242,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter BaseMask &= NextOwnerMask | (uint)PermissionMask.Export; OwnerMask &= NextOwnerMask; EveryoneMask &= NextOwnerMask | (uint)PermissionMask.Export; + GroupMask = 0; // Giving an object zaps group permissions Inventory.ApplyNextOwnerPermissions(); } diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs index a50f162055..45c3ebdbe1 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs @@ -1358,12 +1358,19 @@ namespace OpenSim.Region.Framework.Scenes { if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) { - if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) - item.CurrentPermissions &= ~(uint)PermissionMask.Copy; - if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) - item.CurrentPermissions &= ~(uint)PermissionMask.Transfer; - if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0) - item.CurrentPermissions &= ~(uint)PermissionMask.Modify; +// m_log.DebugFormat ( +// "[SCENE OBJECT PART INVENTORY]: Applying next permissions {0} to {1} in {2} with current {3}, base {4}, everyone {5}", +// item.NextPermissions, item.Name, m_part.Name, item.CurrentPermissions, item.BasePermissions, item.EveryonePermissions); + + if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) + { + if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) + item.CurrentPermissions &= ~(uint)PermissionMask.Copy; + if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) + item.CurrentPermissions &= ~(uint)PermissionMask.Transfer; + if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0) + item.CurrentPermissions &= ~(uint)PermissionMask.Modify; + } } item.CurrentPermissions &= item.NextPermissions; item.BasePermissions &= item.NextPermissions; diff --git a/OpenSim/Services/UserAccountService/UserAccountService.cs b/OpenSim/Services/UserAccountService/UserAccountService.cs index 7120aeb16e..f6b003a1ad 100644 --- a/OpenSim/Services/UserAccountService/UserAccountService.cs +++ b/OpenSim/Services/UserAccountService/UserAccountService.cs @@ -947,7 +947,6 @@ namespace OpenSim.Services.UserAccountService if (item.InvType == (int)InventoryType.Object) { uint perms = item.CurrentPermissions; - PermissionsUtil.ApplyFoldedPermissions(item.CurrentPermissions, ref perms); item.CurrentPermissions = perms; }