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authorMelanie Thielker2010-07-13 20:40:23 +0200
committerMelanie Thielker2010-07-13 20:40:23 +0200
commit89c1c5c35a7665315e66e46276d1b6066f3cf2b8 (patch)
treeb1edf0bac0289ea41b62b7d21672343d7546292c /OpenSim/Region
parentAdd CreateSelected flag onto objects rezzed from inventory (diff)
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Revamp the permissions propagation. This MAY mess up. Please test.
Change the slam bit from 3 to 4. Assume the old slam bit is always set. The new slam bit is a "changed owner" bit, correcting a bug where an item passed from the creator to another with less than full perms, then back (sale test) would arrive back full perm. Lots of in-code docs.
Diffstat (limited to 'OpenSim/Region')
-rw-r--r--OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs54
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs134
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs5
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs1
5 files changed, 139 insertions, 57 deletions
diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
index e5f1e70..1a7da61 100644
--- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
@@ -381,12 +381,27 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
381 if ((nextPerms & (uint)PermissionMask.Modify) == 0) 381 if ((nextPerms & (uint)PermissionMask.Modify) == 0)
382 perms &= ~(uint)PermissionMask.Modify; 382 perms &= ~(uint)PermissionMask.Modify;
383 383
384 // Make sure all bits but the ones we want are clear
385 // on take.
386 // This will be applied to the current perms, so
387 // it will do what we want.
388 objectGroup.RootPart.NextOwnerMask &=
389 ((uint)PermissionMask.Copy |
390 (uint)PermissionMask.Transfer |
391 (uint)PermissionMask.Modify);
392 objectGroup.RootPart.NextOwnerMask |=
393 (uint)PermissionMask.Move;
394
384 item.BasePermissions = perms & objectGroup.RootPart.NextOwnerMask; 395 item.BasePermissions = perms & objectGroup.RootPart.NextOwnerMask;
385 item.CurrentPermissions = item.BasePermissions; 396 item.CurrentPermissions = item.BasePermissions;
386 item.NextPermissions = objectGroup.RootPart.NextOwnerMask; 397 item.NextPermissions = objectGroup.RootPart.NextOwnerMask;
387 item.EveryOnePermissions = objectGroup.RootPart.EveryoneMask & objectGroup.RootPart.NextOwnerMask; 398 item.EveryOnePermissions = objectGroup.RootPart.EveryoneMask & objectGroup.RootPart.NextOwnerMask;
388 item.GroupPermissions = objectGroup.RootPart.GroupMask & objectGroup.RootPart.NextOwnerMask; 399 item.GroupPermissions = objectGroup.RootPart.GroupMask & objectGroup.RootPart.NextOwnerMask;
389 item.CurrentPermissions |= 8; // Slam! 400
401 // Magic number badness. Maybe this deserves an enum.
402 // bit 4 (16) is the "Slam" bit, it means treat as passed
403 // and apply next owner perms on rez
404 item.CurrentPermissions |= 16; // Slam!
390 } 405 }
391 else 406 else
392 { 407 {
@@ -396,7 +411,12 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
396 item.EveryOnePermissions = objectGroup.RootPart.EveryoneMask; 411 item.EveryOnePermissions = objectGroup.RootPart.EveryoneMask;
397 item.GroupPermissions = objectGroup.RootPart.GroupMask; 412 item.GroupPermissions = objectGroup.RootPart.GroupMask;
398 413
399 item.CurrentPermissions |= 8; // Slam! 414 item.CurrentPermissions &=
415 ((uint)PermissionMask.Copy |
416 (uint)PermissionMask.Transfer |
417 (uint)PermissionMask.Modify |
418 (uint)PermissionMask.Move |
419 7); // Preserve folded permissions
400 } 420 }
401 421
402 // TODO: add the new fields (Flags, Sale info, etc) 422 // TODO: add the new fields (Flags, Sale info, etc)
@@ -498,7 +518,12 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
498 = SceneObjectSerializer.FromOriginalXmlFormat(itemId, xmlData); 518 = SceneObjectSerializer.FromOriginalXmlFormat(itemId, xmlData);
499 519
500 group.RootPart.FromFolderID = item.Folder; 520 group.RootPart.FromFolderID = item.Folder;
501 group.RootPart.CreateSelected = true 521
522 // If it's rezzed in world, select it. Much easier to
523 // find small items.
524 //
525 if (!attachment)
526 group.RootPart.CreateSelected = true;
502 527
503 if (!m_Scene.Permissions.CanRezObject( 528 if (!m_Scene.Permissions.CanRezObject(
504 group.Children.Count, remoteClient.AgentId, pos) 529 group.Children.Count, remoteClient.AgentId, pos)
@@ -572,7 +597,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
572 List<SceneObjectPart> partList = new List<SceneObjectPart>(group.Children.Values); 597 List<SceneObjectPart> partList = new List<SceneObjectPart>(group.Children.Values);
573 598
574 group.SetGroup(remoteClient.ActiveGroupId, remoteClient); 599 group.SetGroup(remoteClient.ActiveGroupId, remoteClient);
575 if (rootPart.OwnerID != item.Owner) 600 if ((rootPart.OwnerID != item.Owner) || (item.CurrentPermissions & 16) != 0)
576 { 601 {
577 //Need to kill the for sale here 602 //Need to kill the for sale here
578 rootPart.ObjectSaleType = 0; 603 rootPart.ObjectSaleType = 0;
@@ -580,14 +605,11 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
580 605
581 if (m_Scene.Permissions.PropagatePermissions()) 606 if (m_Scene.Permissions.PropagatePermissions())
582 { 607 {
583 if ((item.CurrentPermissions & 8) != 0) 608 foreach (SceneObjectPart part in partList)
584 { 609 {
585 foreach (SceneObjectPart part in partList) 610 part.EveryoneMask = item.EveryOnePermissions;
586 { 611 part.NextOwnerMask = item.NextPermissions;
587 part.EveryoneMask = item.EveryOnePermissions; 612 part.GroupMask = 0; // DO NOT propagate here
588 part.NextOwnerMask = item.NextPermissions;
589 part.GroupMask = 0; // DO NOT propagate here
590 }
591 } 613 }
592 614
593 group.ApplyNextOwnerPermissions(); 615 group.ApplyNextOwnerPermissions();
@@ -596,19 +618,15 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
596 618
597 foreach (SceneObjectPart part in partList) 619 foreach (SceneObjectPart part in partList)
598 { 620 {
599 if (part.OwnerID != item.Owner) 621 if ((part.OwnerID != item.Owner) || (item.CurrentPermissions & 16) != 0)
600 { 622 {
601 part.LastOwnerID = part.OwnerID; 623 part.LastOwnerID = part.OwnerID;
602 part.OwnerID = item.Owner; 624 part.OwnerID = item.Owner;
603 part.Inventory.ChangeInventoryOwner(item.Owner); 625 part.Inventory.ChangeInventoryOwner(item.Owner);
604 }
605 else if (((item.CurrentPermissions & 8) != 0) && (!attachment)) // Slam!
606 {
607 part.EveryoneMask = item.EveryOnePermissions;
608 part.NextOwnerMask = item.NextPermissions;
609
610 part.GroupMask = 0; // DO NOT propagate here 626 part.GroupMask = 0; // DO NOT propagate here
611 } 627 }
628 part.EveryoneMask = item.EveryOnePermissions;
629 part.NextOwnerMask = item.NextPermissions;
612 } 630 }
613 631
614 rootPart.TrimPermissions(); 632 rootPart.TrimPermissions();
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 38a5456..5796194 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -280,6 +280,10 @@ namespace OpenSim.Region.Framework.Scenes
280 public void UpdateInventoryItemAsset(IClientAPI remoteClient, UUID transactionID, 280 public void UpdateInventoryItemAsset(IClientAPI remoteClient, UUID transactionID,
281 UUID itemID, InventoryItemBase itemUpd) 281 UUID itemID, InventoryItemBase itemUpd)
282 { 282 {
283 // This one will let people set next perms on items in agent
284 // inventory. Rut-Roh. Whatever. Make this secure. Yeah.
285 //
286 // Passing something to another avatar or a an object will already
283 InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId); 287 InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
284 item = InventoryService.GetItem(item); 288 item = InventoryService.GetItem(item);
285 289
@@ -289,11 +293,9 @@ namespace OpenSim.Region.Framework.Scenes
289 { 293 {
290 item.Name = itemUpd.Name; 294 item.Name = itemUpd.Name;
291 item.Description = itemUpd.Description; 295 item.Description = itemUpd.Description;
292 item.NextPermissions = itemUpd.NextPermissions; 296 item.NextPermissions = itemUpd.NextPermissions & item.BasePermissions;
293 item.CurrentPermissions |= 8; // Slam! 297 item.EveryOnePermissions = itemUpd.EveryOnePermissions & item.BasePermissions;
294 item.EveryOnePermissions = itemUpd.EveryOnePermissions; 298 item.GroupPermissions = itemUpd.GroupPermissions & item.BasePermissions;
295 item.GroupPermissions = itemUpd.GroupPermissions;
296
297 item.GroupID = itemUpd.GroupID; 299 item.GroupID = itemUpd.GroupID;
298 item.GroupOwned = itemUpd.GroupOwned; 300 item.GroupOwned = itemUpd.GroupOwned;
299 item.CreationDate = itemUpd.CreationDate; 301 item.CreationDate = itemUpd.CreationDate;
@@ -399,28 +401,96 @@ namespace OpenSim.Region.Framework.Scenes
399 401
400 if (Permissions.PropagatePermissions() && recipient != senderId) 402 if (Permissions.PropagatePermissions() && recipient != senderId)
401 { 403 {
402 // First, make sore base is limited to the next perms 404 // Trying to do this right this time. This is evil. If
403 itemCopy.BasePermissions = item.BasePermissions & (item.NextPermissions | (uint)PermissionMask.Move); 405 // you believe in Good, go elsewhere. Vampires and other
404 // By default, current equals base 406 // evil creatores only beyond this point. You have been
405 itemCopy.CurrentPermissions = itemCopy.BasePermissions & item.CurrentPermissions; 407 // warned.
406 408
407 // If this is an object, replace current perms 409 // We're going to mask a lot of things by the next perms
408 // with folded perms 410 // Tweak the next perms to be nicer to our data
411 //
412 // In this mask, all the bits we do NOT want to mess
413 // with are set. These are:
414 //
415 // Transfer
416 // Copy
417 // Modufy
418 uint permsMask = ~ ((uint)PermissionMask.Copy |
419 (uint)PermissionMask.Transfer |
420 (uint)PermissionMask.Modify);
421
422 // Now, reduce the next perms to the mask bits
423 // relevant to the operation
424 uint nextPerms = permsMask | (item.NextPermissions &
425 ((uint)PermissionMask.Copy |
426 (uint)PermissionMask.Transfer |
427 (uint)PermissionMask.Modify));
428
429 // nextPerms now has all bits set, except for the actual
430 // next permission bits.
431
432 // This checks for no mod, no copy, no trans.
433 // This indicates an error or messed up item. Do it like
434 // SL and assume trans
435 if (nextPerms == permsMask)
436 nextPerms |= (uint)PermissionMask.Transfer;
437
438 // Inventory owner perms are the logical AND of the
439 // folded perms and the root prim perms, however, if
440 // the root prim is mod, the inventory perms will be
441 // mod. This happens on "take" and is of little concern
442 // here, save for preventing escalation
443
444 // This hack ensures that items previously permalocked
445 // get unlocked when they're passed or rezzed
446 uint basePerms = item.BasePermissions |
447 (uint)PermissionMask.Move;
448 uint ownerPerms = item.CurrentPermissions;
449
450 // Mask the base permissions. This is a conservative
451 // approach altering only the three main perms
452 basePerms &= nextPerms;
453
454 // If this is an object, root prim perms may be more
455 // permissive than folded perms. Use folded perms as
456 // a mask
409 if (item.InvType == (int)InventoryType.Object) 457 if (item.InvType == (int)InventoryType.Object)
410 { 458 {
411 itemCopy.CurrentPermissions &= ~(uint)(PermissionMask.Copy | PermissionMask.Modify | PermissionMask.Transfer); 459 // Create a safe mask for the current perms
412 itemCopy.CurrentPermissions |= (item.CurrentPermissions & 7) << 13; 460 uint foldedPerms = (item.CurrentPermissions & 7) << 13;
461 foldedPerms |= permsMask;
462
463 bool isRootMod = (item.CurrentPermissions &
464 (uint)PermissionMask.Modify) != 0 ?
465 true : false;
466
467 // Mask the owner perms to the folded perms
468 ownerPerms &= foldedPerms;
469
470 // If the root was mod, let the mask reflect that
471 if (isRootMod)
472 ownerPerms |= (uint)PermissionMask.Modify;
413 } 473 }
414 474
415 // Ensure there is no escalation 475 // These will be applied to the root prim at next rez.
416 itemCopy.CurrentPermissions &= (item.NextPermissions | (uint)PermissionMask.Move); 476 // The slam bit (bit 3) and folded permission (bits 0-2)
477 // are preserved due to the above mangling
478 ownerPerms &= nextPerms;
417 479
418 // Need slam bit on xfer 480 // Assign to the actual item. Make sure the slam bit is
419 itemCopy.CurrentPermissions |= 8; 481 // set, if it wasn't set before.
482 itemCopy.BasePermissions = basePerms;
483 itemCopy.CurrentPermissions = ownerPerms | 16; // Slam
420 484
421 itemCopy.NextPermissions = item.NextPermissions; 485 itemCopy.NextPermissions = item.NextPermissions;
422 486
423 itemCopy.EveryOnePermissions = 0; 487 // This preserves "everyone can move"
488 itemCopy.EveryOnePermissions = item.EveryOnePermissions &
489 nextPerms;
490
491 // Intentionally killing "share with group" here, as
492 // the recipient will not have the group this is
493 // set to
424 itemCopy.GroupPermissions = 0; 494 itemCopy.GroupPermissions = 0;
425 } 495 }
426 else 496 else
@@ -922,7 +992,7 @@ namespace OpenSim.Region.Framework.Scenes
922 else 992 else
923 agentItem.CurrentPermissions = agentItem.BasePermissions & taskItem.CurrentPermissions; 993 agentItem.CurrentPermissions = agentItem.BasePermissions & taskItem.CurrentPermissions;
924 994
925 agentItem.CurrentPermissions |= 8; 995 agentItem.CurrentPermissions |= 16; // Slam
926 agentItem.NextPermissions = taskItem.NextPermissions; 996 agentItem.NextPermissions = taskItem.NextPermissions;
927 agentItem.EveryOnePermissions = taskItem.EveryonePermissions & (taskItem.NextPermissions | (uint)PermissionMask.Move); 997 agentItem.EveryOnePermissions = taskItem.EveryonePermissions & (taskItem.NextPermissions | (uint)PermissionMask.Move);
928 agentItem.GroupPermissions = taskItem.GroupPermissions & taskItem.NextPermissions; 998 agentItem.GroupPermissions = taskItem.GroupPermissions & taskItem.NextPermissions;
@@ -1113,7 +1183,7 @@ namespace OpenSim.Region.Framework.Scenes
1113 (srcTaskItem.NextPermissions | (uint)PermissionMask.Move); 1183 (srcTaskItem.NextPermissions | (uint)PermissionMask.Move);
1114 destTaskItem.BasePermissions = srcTaskItem.BasePermissions & 1184 destTaskItem.BasePermissions = srcTaskItem.BasePermissions &
1115 (srcTaskItem.NextPermissions | (uint)PermissionMask.Move); 1185 (srcTaskItem.NextPermissions | (uint)PermissionMask.Move);
1116 destTaskItem.CurrentPermissions |= 8; // Slam! 1186 destTaskItem.CurrentPermissions |= 16; // Slam!
1117 } 1187 }
1118 } 1188 }
1119 1189
@@ -1497,7 +1567,7 @@ namespace OpenSim.Region.Framework.Scenes
1497 srcTaskItem.NextPermissions; 1567 srcTaskItem.NextPermissions;
1498 destTaskItem.BasePermissions = srcTaskItem.BasePermissions & 1568 destTaskItem.BasePermissions = srcTaskItem.BasePermissions &
1499 srcTaskItem.NextPermissions; 1569 srcTaskItem.NextPermissions;
1500 destTaskItem.CurrentPermissions |= 8; // Slam! 1570 destTaskItem.CurrentPermissions |= 16; // Slam!
1501 } 1571 }
1502 } 1572 }
1503 1573
@@ -1889,17 +1959,14 @@ namespace OpenSim.Region.Framework.Scenes
1889 1959
1890 group.SetGroup(sourcePart.GroupID, null); 1960 group.SetGroup(sourcePart.GroupID, null);
1891 1961
1892 if (rootPart.OwnerID != item.OwnerID) 1962 if ((rootPart.OwnerID != item.OwnerID) || (item.CurrentPermissions & 16) != 0)
1893 { 1963 {
1894 if (Permissions.PropagatePermissions()) 1964 if (Permissions.PropagatePermissions())
1895 { 1965 {
1896 if ((item.CurrentPermissions & 8) != 0) 1966 foreach (SceneObjectPart part in partList)
1897 { 1967 {
1898 foreach (SceneObjectPart part in partList) 1968 part.EveryoneMask = item.EveryonePermissions;
1899 { 1969 part.NextOwnerMask = item.NextPermissions;
1900 part.EveryoneMask = item.EveryonePermissions;
1901 part.NextOwnerMask = item.NextPermissions;
1902 }
1903 } 1970 }
1904 group.ApplyNextOwnerPermissions(); 1971 group.ApplyNextOwnerPermissions();
1905 } 1972 }
@@ -1907,17 +1974,14 @@ namespace OpenSim.Region.Framework.Scenes
1907 1974
1908 foreach (SceneObjectPart part in partList) 1975 foreach (SceneObjectPart part in partList)
1909 { 1976 {
1910 if (part.OwnerID != item.OwnerID) 1977 if ((part.OwnerID != item.OwnerID) || (item.CurrentPermissions & 16) != 0)
1911 { 1978 {
1912 part.LastOwnerID = part.OwnerID; 1979 part.LastOwnerID = part.OwnerID;
1913 part.OwnerID = item.OwnerID; 1980 part.OwnerID = item.OwnerID;
1914 part.Inventory.ChangeInventoryOwner(item.OwnerID); 1981 part.Inventory.ChangeInventoryOwner(item.OwnerID);
1915 } 1982 }
1916 else if ((item.CurrentPermissions & 8) != 0) // Slam! 1983 part.EveryoneMask = item.EveryonePermissions;
1917 { 1984 part.NextOwnerMask = item.NextPermissions;
1918 part.EveryoneMask = item.EveryonePermissions;
1919 part.NextOwnerMask = item.NextPermissions;
1920 }
1921 } 1985 }
1922 1986
1923 rootPart.TrimPermissions(); 1987 rootPart.TrimPermissions();
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index c5fb198..d323e19 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -4818,7 +4818,7 @@ namespace OpenSim.Region.Framework.Scenes
4818 part.NextOwnerMask; 4818 part.NextOwnerMask;
4819 item.GroupPermissions = part.GroupMask & 4819 item.GroupPermissions = part.GroupMask &
4820 part.NextOwnerMask; 4820 part.NextOwnerMask;
4821 item.CurrentPermissions |= 8; // Slam! 4821 item.CurrentPermissions |= 16; // Slam!
4822 item.CreationDate = Util.UnixTimeSinceEpoch(); 4822 item.CreationDate = Util.UnixTimeSinceEpoch();
4823 4823
4824 if (InventoryService.AddItem(item)) 4824 if (InventoryService.AddItem(item))
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
index 1149a20..70b37fb 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
@@ -170,13 +170,14 @@ namespace OpenSim.Region.Framework.Scenes
170 taskItem.GroupPermissions = item.GroupPermissions & 170 taskItem.GroupPermissions = item.GroupPermissions &
171 item.NextPermissions; 171 item.NextPermissions;
172 taskItem.NextPermissions = item.NextPermissions; 172 taskItem.NextPermissions = item.NextPermissions;
173 taskItem.CurrentPermissions |= 8; 173 // We're adding this to a prim we don't own. Force
174 // owner change
175 taskItem.CurrentPermissions |= 16; // Slam
174 } 176 }
175 else 177 else
176 { 178 {
177 taskItem.BasePermissions = item.BasePermissions; 179 taskItem.BasePermissions = item.BasePermissions;
178 taskItem.CurrentPermissions = item.CurrentPermissions; 180 taskItem.CurrentPermissions = item.CurrentPermissions;
179 taskItem.CurrentPermissions |= 8;
180 taskItem.EveryonePermissions = item.EveryOnePermissions; 181 taskItem.EveryonePermissions = item.EveryOnePermissions;
181 taskItem.GroupPermissions = item.GroupPermissions; 182 taskItem.GroupPermissions = item.GroupPermissions;
182 taskItem.NextPermissions = item.NextPermissions; 183 taskItem.NextPermissions = item.NextPermissions;
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index 2cde8f3..0066158 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
@@ -1082,7 +1082,6 @@ namespace OpenSim.Region.Framework.Scenes
1082 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer; 1082 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
1083 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0) 1083 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1084 item.CurrentPermissions &= ~(uint)PermissionMask.Modify; 1084 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1085 item.CurrentPermissions |= 8;
1086 } 1085 }
1087 item.OwnerChanged = true; 1086 item.OwnerChanged = true;
1088 item.CurrentPermissions &= item.NextPermissions; 1087 item.CurrentPermissions &= item.NextPermissions;