diff options
-rw-r--r-- | OpenSim/Region/Framework/Scenes/Scene.Inventory.cs | 3 | ||||
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | 18 | ||||
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 21 |
3 files changed, 39 insertions, 3 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs index f8c0431..1309623 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs | |||
@@ -1983,6 +1983,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1983 | 1983 | ||
1984 | SceneObjectGroup grp = part.ParentGroup; | 1984 | SceneObjectGroup grp = part.ParentGroup; |
1985 | 1985 | ||
1986 | // If child prims have invalid perms, fix them | ||
1987 | grp.AdjustChildPrimPermissions(); | ||
1988 | |||
1986 | if (remoteClient == null) | 1989 | if (remoteClient == null) |
1987 | { | 1990 | { |
1988 | // Autoreturn has a null client. Nothing else does. So | 1991 | // Autoreturn has a null client. Nothing else does. So |
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index cb4aa2d..eee53d7 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | |||
@@ -2852,6 +2852,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
2852 | // Can't do this yet since backup still makes use of the root part without any synchronization | 2852 | // Can't do this yet since backup still makes use of the root part without any synchronization |
2853 | // objectGroup.m_rootPart = null; | 2853 | // objectGroup.m_rootPart = null; |
2854 | 2854 | ||
2855 | // If linking prims with different permissions, fix them | ||
2856 | AdjustChildPrimPermissions(); | ||
2857 | |||
2855 | AttachToBackup(); | 2858 | AttachToBackup(); |
2856 | 2859 | ||
2857 | // Here's the deal, this is ABSOLUTELY CRITICAL so the physics scene gets the update about the | 2860 | // Here's the deal, this is ABSOLUTELY CRITICAL so the physics scene gets the update about the |
@@ -3391,12 +3394,21 @@ namespace OpenSim.Region.Framework.Scenes | |||
3391 | } | 3394 | } |
3392 | } | 3395 | } |
3393 | 3396 | ||
3397 | public void AdjustChildPrimPermissions() | ||
3398 | { | ||
3399 | ForEachPart(part => | ||
3400 | { | ||
3401 | if (part != RootPart) | ||
3402 | part.ClonePermissions(RootPart); | ||
3403 | }); | ||
3404 | } | ||
3405 | |||
3394 | public void UpdatePermissions(UUID AgentID, byte field, uint localID, | 3406 | public void UpdatePermissions(UUID AgentID, byte field, uint localID, |
3395 | uint mask, byte addRemTF) | 3407 | uint mask, byte addRemTF) |
3396 | { | 3408 | { |
3397 | SceneObjectPart[] parts = m_parts.GetArray(); | 3409 | RootPart.UpdatePermissions(AgentID, field, localID, mask, addRemTF); |
3398 | for (int i = 0; i < parts.Length; i++) | 3410 | |
3399 | parts[i].UpdatePermissions(AgentID, field, localID, mask, addRemTF); | 3411 | AdjustChildPrimPermissions(); |
3400 | 3412 | ||
3401 | HasGroupChanged = true; | 3413 | HasGroupChanged = true; |
3402 | 3414 | ||
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index ce652b4..ed626d0 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | |||
@@ -4487,6 +4487,27 @@ namespace OpenSim.Region.Framework.Scenes | |||
4487 | } | 4487 | } |
4488 | } | 4488 | } |
4489 | 4489 | ||
4490 | public void ClonePermissions(SceneObjectPart source) | ||
4491 | { | ||
4492 | bool update = false; | ||
4493 | |||
4494 | if (BaseMask != source.BaseMask || | ||
4495 | OwnerMask != source.OwnerMask || | ||
4496 | GroupMask != source.GroupMask || | ||
4497 | EveryoneMask != source.EveryoneMask || | ||
4498 | NextOwnerMask != source.NextOwnerMask) | ||
4499 | update = true; | ||
4500 | |||
4501 | BaseMask = source.BaseMask; | ||
4502 | OwnerMask = source.OwnerMask; | ||
4503 | GroupMask = source.GroupMask; | ||
4504 | EveryoneMask = source.EveryoneMask; | ||
4505 | NextOwnerMask = source.NextOwnerMask; | ||
4506 | |||
4507 | if (update) | ||
4508 | SendFullUpdateToAllClients(); | ||
4509 | } | ||
4510 | |||
4490 | public bool IsHingeJoint() | 4511 | public bool IsHingeJoint() |
4491 | { | 4512 | { |
4492 | // For now, we use the NINJA naming scheme for identifying joints. | 4513 | // For now, we use the NINJA naming scheme for identifying joints. |