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authorMelanie2013-03-31 21:59:44 +0100
committerMelanie2013-03-31 21:59:44 +0100
commit9b83e53b28fe42220a602f37ee8976eeee63302b (patch)
tree8b90cb6022295592719fb22726246a79255c583e /OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
parentIn the flotasm asset cache, if we get a request for a file that we're activel... (diff)
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Export permission, part two. Setting export perms for textures and clothing works. Setting perms for prims also works but they don't propagate correctly yet.
NOT FOR PRODUCTIN USE. Your database will need to be updated before you can use this!
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs9
1 files changed, 9 insertions, 0 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 0621e2a..9e7a986 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -2671,11 +2671,20 @@ namespace OpenSim.Region.Framework.Scenes
2671 2671
2672 public void AdjustChildPrimPermissions() 2672 public void AdjustChildPrimPermissions()
2673 { 2673 {
2674 uint newOwnerMask = (uint)(PermissionMask.All | PermissionMask.Export) & 0xfffffff8; // Mask folded bits
2675 uint foldedPerms = RootPart.OwnerMask & 3;
2676
2674 ForEachPart(part => 2677 ForEachPart(part =>
2675 { 2678 {
2679 newOwnerMask &= part.BaseMask;
2676 if (part != RootPart) 2680 if (part != RootPart)
2677 part.ClonePermissions(RootPart); 2681 part.ClonePermissions(RootPart);
2678 }); 2682 });
2683
2684 uint lockMask = ~(uint)PermissionMask.Move;
2685 uint lockBit = RootPart.OwnerMask & (uint)PermissionMask.Move;
2686 RootPart.OwnerMask = (RootPart.OwnerMask & lockBit) | ((newOwnerMask | foldedPerms) & lockMask);
2687 RootPart.ScheduleFullUpdate();
2679 } 2688 }
2680 2689
2681 public void UpdatePermissions(UUID AgentID, byte field, uint localID, 2690 public void UpdatePermissions(UUID AgentID, byte field, uint localID,