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author | Melanie Thielker | 2017-01-16 14:53:42 +0000 |
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committer | Melanie Thielker | 2017-01-16 14:53:42 +0000 |
commit | 568614af2cee0c9e6cd86dd682c7bc768afe655b (patch) | |
tree | ad04210b5c1cf9f3e61e6cd12f775eb5fbaeba74 /OpenSim | |
parent | use of PermissionMask Bit3 for slam was a recent mistake, so make it only bit... (diff) | |
download | opensim-SC-568614af2cee0c9e6cd86dd682c7bc768afe655b.zip opensim-SC-568614af2cee0c9e6cd86dd682c7bc768afe655b.tar.gz opensim-SC-568614af2cee0c9e6cd86dd682c7bc768afe655b.tar.bz2 opensim-SC-568614af2cee0c9e6cd86dd682c7bc768afe655b.tar.xz |
Remove the last instance of the legacy slam but being set
New objects now get only the real slam bit.
Diffstat (limited to '')
4 files changed, 17 insertions, 7 deletions
diff --git a/OpenSim/Framework/Util.cs b/OpenSim/Framework/Util.cs index 2deb1fb..0037f4f 100644 --- a/OpenSim/Framework/Util.cs +++ b/OpenSim/Framework/Util.cs | |||
@@ -67,6 +67,14 @@ namespace OpenSim.Framework | |||
67 | FoldedModify = 1 << 1, | 67 | FoldedModify = 1 << 1, |
68 | FoldedCopy = 1 << 2, | 68 | FoldedCopy = 1 << 2, |
69 | FoldedExport = 1 << 3, | 69 | FoldedExport = 1 << 3, |
70 | |||
71 | // DO NOT USE THIS FOR NEW WORK. IT IS DEPRECATED AND | ||
72 | // EXISTS ONLY TO REACT TO EXISTING OBJECTS HAVING IT. | ||
73 | // NEW CODE SHOULD NEVER SET THIS BIT! | ||
74 | // Use InventoryItemFlags.ObjectSlamPerm in the Flags field of | ||
75 | // this legacy slam bit. It comes from prior incomplete | ||
76 | // understanding of the code and the prohibition on | ||
77 | // reading viewer code that used to be in place. | ||
70 | Slam = (1 << 4), | 78 | Slam = (1 << 4), |
71 | 79 | ||
72 | FoldedMask = 0x0f, | 80 | FoldedMask = 0x0f, |
diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs index 6fe7e89..b37744d 100644 --- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs +++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs | |||
@@ -608,7 +608,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess | |||
608 | 608 | ||
609 | // item.BasePermissions = perms & so.RootPart.NextOwnerMask; | 609 | // item.BasePermissions = perms & so.RootPart.NextOwnerMask; |
610 | 610 | ||
611 | uint nextp = so.RootPart.NextOwnerMask | 0x0f; | 611 | uint nextp = so.RootPart.NextOwnerMask | (uint)PermissionMask.FoldedMask; |
612 | item.BasePermissions = perms & nextp; | 612 | item.BasePermissions = perms & nextp; |
613 | item.CurrentPermissions = item.BasePermissions; | 613 | item.CurrentPermissions = item.BasePermissions; |
614 | item.NextPermissions = perms & so.RootPart.NextOwnerMask; | 614 | item.NextPermissions = perms & so.RootPart.NextOwnerMask; |
@@ -616,7 +616,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess | |||
616 | item.GroupPermissions = so.RootPart.GroupMask & so.RootPart.NextOwnerMask; | 616 | item.GroupPermissions = so.RootPart.GroupMask & so.RootPart.NextOwnerMask; |
617 | 617 | ||
618 | // apply next owner perms on rez | 618 | // apply next owner perms on rez |
619 | item.CurrentPermissions |= (uint)PermissionMask.Slam; | 619 | item.Flags |= (uint)InventoryItemFlags.ObjectSlamPerm; |
620 | } | 620 | } |
621 | else | 621 | else |
622 | { | 622 | { |
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs index 0d09cef..c1faf21 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs | |||
@@ -1258,6 +1258,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
1258 | agentItem.InvType = taskItem.InvType; | 1258 | agentItem.InvType = taskItem.InvType; |
1259 | agentItem.Flags = taskItem.Flags; | 1259 | agentItem.Flags = taskItem.Flags; |
1260 | 1260 | ||
1261 | // The code below isn't OK. It doesn't account for flags being changed | ||
1262 | // in the object inventory, so it will break when you do it. That | ||
1263 | // is the previous behaviour, so no matter at this moment. However, there is a lot | ||
1264 | // TODO: Fix this after the inventory fixer exists and has beenr run | ||
1261 | if ((part.OwnerID != destAgent) && Permissions.PropagatePermissions()) | 1265 | if ((part.OwnerID != destAgent) && Permissions.PropagatePermissions()) |
1262 | { | 1266 | { |
1263 | agentItem.BasePermissions = taskItem.BasePermissions & (taskItem.NextPermissions | (uint)PermissionMask.Move); | 1267 | agentItem.BasePermissions = taskItem.BasePermissions & (taskItem.NextPermissions | (uint)PermissionMask.Move); |
@@ -1266,7 +1270,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1266 | else | 1270 | else |
1267 | agentItem.CurrentPermissions = agentItem.BasePermissions & taskItem.CurrentPermissions; | 1271 | agentItem.CurrentPermissions = agentItem.BasePermissions & taskItem.CurrentPermissions; |
1268 | 1272 | ||
1269 | agentItem.CurrentPermissions = agentItem.BasePermissions; | 1273 | agentItem.BasePermissions = agentItem.CurrentPermissions; |
1270 | 1274 | ||
1271 | agentItem.Flags |= (uint)InventoryItemFlags.ObjectSlamPerm; | 1275 | agentItem.Flags |= (uint)InventoryItemFlags.ObjectSlamPerm; |
1272 | agentItem.Flags &= ~(uint)(InventoryItemFlags.ObjectOverwriteBase | InventoryItemFlags.ObjectOverwriteOwner | InventoryItemFlags.ObjectOverwriteGroup | InventoryItemFlags.ObjectOverwriteEveryone | InventoryItemFlags.ObjectOverwriteNextOwner); | 1276 | agentItem.Flags &= ~(uint)(InventoryItemFlags.ObjectOverwriteBase | InventoryItemFlags.ObjectOverwriteOwner | InventoryItemFlags.ObjectOverwriteGroup | InventoryItemFlags.ObjectOverwriteEveryone | InventoryItemFlags.ObjectOverwriteNextOwner); |
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs index 02b94ce..bf56de2 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs | |||
@@ -943,8 +943,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
943 | 943 | ||
944 | group.SetGroup(m_part.GroupID, null); | 944 | group.SetGroup(m_part.GroupID, null); |
945 | 945 | ||
946 | // TODO: Remove magic number badness | 946 | if ((rootPart.OwnerID != item.OwnerID) || (item.CurrentPermissions & (uint)PermissionMask.Slam) != 0 || (item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0) |
947 | if ((rootPart.OwnerID != item.OwnerID) || (item.CurrentPermissions & 16) != 0 || (item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0) // Magic number | ||
948 | { | 947 | { |
949 | if (m_part.ParentGroup.Scene.Permissions.PropagatePermissions()) | 948 | if (m_part.ParentGroup.Scene.Permissions.PropagatePermissions()) |
950 | { | 949 | { |
@@ -964,8 +963,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
964 | 963 | ||
965 | foreach (SceneObjectPart part in partList) | 964 | foreach (SceneObjectPart part in partList) |
966 | { | 965 | { |
967 | // TODO: Remove magic number badness | 966 | if ((part.OwnerID != item.OwnerID) || (item.CurrentPermissions & (uint)PermissionMask.Slam) != 0 || (item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0) |
968 | if ((part.OwnerID != item.OwnerID) || (item.CurrentPermissions & 16) != 0 || (item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0) // Magic number | ||
969 | { | 967 | { |
970 | part.LastOwnerID = part.OwnerID; | 968 | part.LastOwnerID = part.OwnerID; |
971 | part.OwnerID = item.OwnerID; | 969 | part.OwnerID = item.OwnerID; |