Merge branch 'master' of opensimulator.org:/var/git/opensim

melanie
UbitUmarov 2017-01-06 17:33:41 +00:00
commit fba2466c16
8 changed files with 67 additions and 79 deletions

View File

@ -3053,11 +3053,13 @@ namespace OpenSim.ApplicationPlugins.RemoteController
{ {
if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
{ {
uint perms = item.CurrentPermissions; if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
PermissionsUtil.ApplyFoldedPermissions(item.CurrentPermissions, ref perms); item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
item.CurrentPermissions = perms; 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.CurrentPermissions &= item.NextPermissions;
item.BasePermissions &= item.NextPermissions; item.BasePermissions &= item.NextPermissions;
item.EveryOnePermissions &= item.NextPermissions; item.EveryOnePermissions &= item.NextPermissions;

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@ -64,24 +64,5 @@ namespace OpenSim.Framework
str = "."; str = ".";
return str; return str;
} }
/// <summary>
/// Applies an object's folded permissions to its regular permissions.
/// </summary>
/// <param name="foldedPerms">The folded permissions. Only the lowest 7 bits are examined.</param>
/// <param name="mainPerms">The permissions variable to modify.</param>
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;
}
} }
} }

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@ -532,17 +532,13 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
} }
else else
{ {
AddPermissions(item, objlist[0], objlist, remoteClient);
item.CreationDate = Util.UnixTimeSinceEpoch(); item.CreationDate = Util.UnixTimeSinceEpoch();
item.Description = asset.Description; item.Description = asset.Description;
item.Name = asset.Name; item.Name = asset.Name;
item.AssetType = asset.Type; 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); m_Scene.AddInventoryItem(item);
if (remoteClient != null && item.Owner == remoteClient.AgentId) if (remoteClient != null && item.Owner == remoteClient.AgentId)
@ -599,15 +595,16 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
} }
effectivePerms |= (uint)PermissionMask.Move; 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()) 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; 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.BasePermissions = perms & so.RootPart.NextOwnerMask;
item.CurrentPermissions = item.BasePermissions; item.CurrentPermissions = item.BasePermissions;
@ -620,13 +617,6 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
} }
else 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.BasePermissions = effectivePerms;
item.CurrentPermissions = effectivePerms; item.CurrentPermissions = effectivePerms;
item.NextPermissions = so.RootPart.NextOwnerMask & effectivePerms; item.NextPermissions = so.RootPart.NextOwnerMask & effectivePerms;
@ -640,10 +630,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
(uint)PermissionMask.Move | (uint)PermissionMask.Move |
(uint)PermissionMask.Export | (uint)PermissionMask.Export |
7); // Preserve folded permissions 7); // Preserve folded permissions
} }
//PermissionsUtil.LogPermissions(item.Name, "After AddPermissions", item.BasePermissions, item.CurrentPermissions, item.NextPermissions);
return item; return item;
} }
@ -1153,6 +1141,12 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
part.OwnerID = item.Owner; part.OwnerID = item.Owner;
part.RezzerID = item.Owner; part.RezzerID = item.Owner;
part.Inventory.ChangeInventoryOwner(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(); so.ApplyNextOwnerPermissions();
@ -1164,10 +1158,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
{ {
if ((item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0) if ((item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0)
{ {
if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0) part.EveryoneMask = item.EveryOnePermissions & part.BaseMask;
part.EveryoneMask = item.EveryOnePermissions & part.BaseMask; part.NextOwnerMask = item.NextPermissions & part.BaseMask;
if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0)
part.NextOwnerMask = item.NextPermissions & part.BaseMask;
} }
} }
} }

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@ -211,7 +211,13 @@ namespace OpenSim.Region.CoreModules.World.Objects.BuySell
item.InvType = (int)InventoryType.Object; item.InvType = (int)InventoryType.Object;
item.Folder = categoryID; 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.BasePermissions = perms & part.NextOwnerMask;
item.CurrentPermissions = perms & part.NextOwnerMask; item.CurrentPermissions = perms & part.NextOwnerMask;

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@ -627,6 +627,7 @@ namespace OpenSim.Region.Framework.Scenes
itemCopy.AssetType = item.AssetType; itemCopy.AssetType = item.AssetType;
itemCopy.InvType = item.InvType; itemCopy.InvType = item.InvType;
itemCopy.Folder = recipientFolderId; itemCopy.Folder = recipientFolderId;
itemCopy.Flags = item.Flags;
if (Permissions.PropagatePermissions() && recipient != senderId) if (Permissions.PropagatePermissions() && recipient != senderId)
{ {
@ -643,7 +644,7 @@ namespace OpenSim.Region.Framework.Scenes
// //
// Transfer // Transfer
// Copy // Copy
// Modufy // Modify
uint permsMask = ~ ((uint)PermissionMask.Copy | uint permsMask = ~ ((uint)PermissionMask.Copy |
(uint)PermissionMask.Transfer | (uint)PermissionMask.Transfer |
(uint)PermissionMask.Modify); (uint)PermissionMask.Modify);
@ -681,13 +682,17 @@ namespace OpenSim.Region.Framework.Scenes
// a mask // a mask
if (item.InvType == (int)InventoryType.Object) 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 & bool isRootMod = (item.CurrentPermissions &
(uint)PermissionMask.Modify) != 0 ? (uint)PermissionMask.Modify) != 0 ?
true : false; true : false;
// Mask the owner perms to the folded perms // Mask the owner perms to the folded perms
PermissionsUtil.ApplyFoldedPermissions(item.CurrentPermissions, ref ownerPerms); ownerPerms &= foldedPerms;
PermissionsUtil.ApplyFoldedPermissions(item.CurrentPermissions, ref basePerms); basePerms &= foldedPerms;
// If the root was mod, let the mask reflect that // If the root was mod, let the mask reflect that
// We also need to adjust the base here, because // We also need to adjust the base here, because
@ -714,6 +719,10 @@ namespace OpenSim.Region.Framework.Scenes
itemCopy.BasePermissions = basePerms; itemCopy.BasePermissions = basePerms;
itemCopy.CurrentPermissions = ownerPerms; itemCopy.CurrentPermissions = ownerPerms;
itemCopy.Flags |= (uint)InventoryItemFlags.ObjectSlamPerm; 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; itemCopy.NextPermissions = item.NextPermissions;
@ -763,9 +772,8 @@ namespace OpenSim.Region.Framework.Scenes
itemCopy.GroupID = UUID.Zero; itemCopy.GroupID = UUID.Zero;
itemCopy.GroupOwned = false; itemCopy.GroupOwned = false;
itemCopy.Flags = item.Flags; itemCopy.SalePrice = 0; //item.SalePrice;
itemCopy.SalePrice = item.SalePrice; itemCopy.SaleType = 0; //item.SaleType;
itemCopy.SaleType = item.SaleType;
IInventoryAccessModule invAccess = RequestModuleInterface<IInventoryAccessModule>(); IInventoryAccessModule invAccess = RequestModuleInterface<IInventoryAccessModule>();
if (invAccess != null) if (invAccess != null)
@ -1240,26 +1248,18 @@ namespace OpenSim.Region.Framework.Scenes
{ {
agentItem.BasePermissions = taskItem.BasePermissions & (taskItem.NextPermissions | (uint)PermissionMask.Move); agentItem.BasePermissions = taskItem.BasePermissions & (taskItem.NextPermissions | (uint)PermissionMask.Move);
if (taskItem.InvType == (int)InventoryType.Object) if (taskItem.InvType == (int)InventoryType.Object)
{ agentItem.CurrentPermissions = agentItem.BasePermissions & (((taskItem.CurrentPermissions & 7) << 13) | (taskItem.CurrentPermissions & (uint)PermissionMask.Move));
// Bake the new base permissions from folded permissions else
// The folded perms are in the lowest 3 bits of the current perms agentItem.CurrentPermissions = agentItem.BasePermissions & taskItem.CurrentPermissions;
// 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; agentItem.CurrentPermissions = agentItem.BasePermissions;
agentItem.Flags |= (uint)InventoryItemFlags.ObjectSlamPerm; agentItem.Flags |= (uint)InventoryItemFlags.ObjectSlamPerm;
agentItem.Flags &= ~(uint)(InventoryItemFlags.ObjectOverwriteBase | InventoryItemFlags.ObjectOverwriteOwner | InventoryItemFlags.ObjectOverwriteGroup | InventoryItemFlags.ObjectOverwriteEveryone | InventoryItemFlags.ObjectOverwriteNextOwner);
agentItem.NextPermissions = taskItem.NextPermissions; agentItem.NextPermissions = taskItem.NextPermissions;
agentItem.EveryOnePermissions = taskItem.EveryonePermissions & (taskItem.NextPermissions | (uint)PermissionMask.Move); 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 else
{ {
@ -1267,7 +1267,7 @@ namespace OpenSim.Region.Framework.Scenes
agentItem.CurrentPermissions = taskItem.CurrentPermissions; agentItem.CurrentPermissions = taskItem.CurrentPermissions;
agentItem.NextPermissions = taskItem.NextPermissions; agentItem.NextPermissions = taskItem.NextPermissions;
agentItem.EveryOnePermissions = taskItem.EveryonePermissions; agentItem.EveryOnePermissions = taskItem.EveryonePermissions;
agentItem.GroupPermissions = taskItem.GroupPermissions; agentItem.GroupPermissions = 0;
} }
message = null; message = null;

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@ -5242,6 +5242,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
BaseMask &= NextOwnerMask | (uint)PermissionMask.Export; BaseMask &= NextOwnerMask | (uint)PermissionMask.Export;
OwnerMask &= NextOwnerMask; OwnerMask &= NextOwnerMask;
EveryoneMask &= NextOwnerMask | (uint)PermissionMask.Export; EveryoneMask &= NextOwnerMask | (uint)PermissionMask.Export;
GroupMask = 0; // Giving an object zaps group permissions
Inventory.ApplyNextOwnerPermissions(); Inventory.ApplyNextOwnerPermissions();
} }

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@ -1358,12 +1358,19 @@ namespace OpenSim.Region.Framework.Scenes
{ {
if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
{ {
if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) // m_log.DebugFormat (
item.CurrentPermissions &= ~(uint)PermissionMask.Copy; // "[SCENE OBJECT PART INVENTORY]: Applying next permissions {0} to {1} in {2} with current {3}, base {4}, everyone {5}",
if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) // item.NextPermissions, item.Name, m_part.Name, item.CurrentPermissions, item.BasePermissions, item.EveryonePermissions);
item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0) if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
item.CurrentPermissions &= ~(uint)PermissionMask.Modify; {
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.CurrentPermissions &= item.NextPermissions;
item.BasePermissions &= item.NextPermissions; item.BasePermissions &= item.NextPermissions;

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@ -947,7 +947,6 @@ namespace OpenSim.Services.UserAccountService
if (item.InvType == (int)InventoryType.Object) if (item.InvType == (int)InventoryType.Object)
{ {
uint perms = item.CurrentPermissions; uint perms = item.CurrentPermissions;
PermissionsUtil.ApplyFoldedPermissions(item.CurrentPermissions, ref perms);
item.CurrentPermissions = perms; item.CurrentPermissions = perms;
} }