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-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs17
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs13
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs58
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs55
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs2
5 files changed, 95 insertions, 50 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index f384462..cba75f1 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -664,17 +664,13 @@ namespace OpenSim.Region.Framework.Scenes
664 // a mask 664 // a mask
665 if (item.InvType == (int)InventoryType.Object) 665 if (item.InvType == (int)InventoryType.Object)
666 { 666 {
667 // Create a safe mask for the current perms
668 uint foldedPerms = (item.CurrentPermissions & 7) << 13;
669 foldedPerms |= permsMask;
670
671 bool isRootMod = (item.CurrentPermissions & 667 bool isRootMod = (item.CurrentPermissions &
672 (uint)PermissionMask.Modify) != 0 ? 668 (uint)PermissionMask.Modify) != 0 ?
673 true : false; 669 true : false;
674 670
675 // Mask the owner perms to the folded perms 671 // Mask the owner perms to the folded perms
676 ownerPerms &= foldedPerms; 672 PermissionsUtil.ApplyFoldedPermissions(item.CurrentPermissions, ref ownerPerms);
677 basePerms &= foldedPerms; 673 PermissionsUtil.ApplyFoldedPermissions(item.CurrentPermissions, ref basePerms);
678 674
679 // If the root was mod, let the mask reflect that 675 // If the root was mod, let the mask reflect that
680 // We also need to adjust the base here, because 676 // We also need to adjust the base here, because
@@ -1235,9 +1231,16 @@ namespace OpenSim.Region.Framework.Scenes
1235 { 1231 {
1236 agentItem.BasePermissions = taskItem.BasePermissions & (taskItem.NextPermissions | (uint)PermissionMask.Move); 1232 agentItem.BasePermissions = taskItem.BasePermissions & (taskItem.NextPermissions | (uint)PermissionMask.Move);
1237 if (taskItem.InvType == (int)InventoryType.Object) 1233 if (taskItem.InvType == (int)InventoryType.Object)
1238 agentItem.CurrentPermissions = agentItem.BasePermissions & (((taskItem.CurrentPermissions & 7) << 13) | (taskItem.CurrentPermissions & (uint)PermissionMask.Move)); 1234 {
1235 uint perms = taskItem.CurrentPermissions;
1236 PermissionsUtil.ApplyFoldedPermissions(taskItem.CurrentPermissions, ref perms);
1237 agentItem.BasePermissions = perms | (uint)PermissionMask.Move;
1238 agentItem.CurrentPermissions = agentItem.BasePermissions;
1239 }
1239 else 1240 else
1241 {
1240 agentItem.CurrentPermissions = agentItem.BasePermissions & taskItem.CurrentPermissions; 1242 agentItem.CurrentPermissions = agentItem.BasePermissions & taskItem.CurrentPermissions;
1243 }
1241 1244
1242 agentItem.Flags |= (uint)InventoryItemFlags.ObjectSlamPerm; 1245 agentItem.Flags |= (uint)InventoryItemFlags.ObjectSlamPerm;
1243 agentItem.NextPermissions = taskItem.NextPermissions; 1246 agentItem.NextPermissions = taskItem.NextPermissions;
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 9db34fd..2420048 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -111,6 +111,9 @@ namespace OpenSim.Region.Framework.Scenes
111 STATUS_ROTATE_Z = 0x008, 111 STATUS_ROTATE_Z = 0x008,
112 } 112 }
113 113
114 // This flag has the same purpose as InventoryItemFlags.ObjectSlamPerm
115 public static readonly uint SLAM = 16;
116
114 // private PrimCountTaintedDelegate handlerPrimCountTainted = null; 117 // private PrimCountTaintedDelegate handlerPrimCountTainted = null;
115 118
116 /// <summary> 119 /// <summary>
@@ -3810,13 +3813,10 @@ namespace OpenSim.Region.Framework.Scenes
3810 // needs to be called with phys building true 3813 // needs to be called with phys building true
3811 Vector3 oldPos; 3814 Vector3 oldPos;
3812 3815
3813 // FIXME: This improves the situation where editing just the root prim of an attached object would send
3814 // all the other parts to oblivion after detach/reattach. However, a problem remains since the root prim
3815 // still ends up in the wrong position on reattach.
3816 if (IsAttachment) 3816 if (IsAttachment)
3817 oldPos = RootPart.OffsetPosition; 3817 oldPos = m_rootPart.AttachedPos + m_rootPart.OffsetPosition; // OffsetPosition should always be 0 in an attachments's root prim
3818 else 3818 else
3819 oldPos = AbsolutePosition + RootPart.OffsetPosition; 3819 oldPos = AbsolutePosition + m_rootPart.OffsetPosition;
3820 3820
3821 Vector3 diff = oldPos - newPos; 3821 Vector3 diff = oldPos - newPos;
3822 Quaternion partRotation = m_rootPart.RotationOffset; 3822 Quaternion partRotation = m_rootPart.RotationOffset;
@@ -3831,6 +3831,9 @@ namespace OpenSim.Region.Framework.Scenes
3831 } 3831 }
3832 3832
3833 AbsolutePosition = newPos; 3833 AbsolutePosition = newPos;
3834
3835 if (IsAttachment)
3836 m_rootPart.AttachedPos = newPos;
3834 3837
3835 HasGroupChanged = true; 3838 HasGroupChanged = true;
3836 if (m_rootPart.Undoing) 3839 if (m_rootPart.Undoing)
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 5851ec6..ce9baaa 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -5293,6 +5293,64 @@ namespace OpenSim.Region.Framework.Scenes
5293 { 5293 {
5294 ParentGroup.AddScriptLPS(count); 5294 ParentGroup.AddScriptLPS(count);
5295 } 5295 }
5296
5297 /// <summary>
5298 /// Sets a prim's owner and permissions when it's rezzed.
5299 /// </summary>
5300 /// <param name="item">The inventory item from which the item was rezzed</param>
5301 /// <param name="userInventory">True: the item is being rezzed from the user's inventory. False: from a prim's inventory.</param>
5302 /// <param name="scene">The scene the prim is being rezzed into</param>
5303 public void ApplyPermissionsOnRez(InventoryItemBase item, bool userInventory, Scene scene)
5304 {
5305 if ((OwnerID != item.Owner) || ((item.CurrentPermissions & SceneObjectGroup.SLAM) != 0) || ((item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0))
5306 {
5307 if (scene.Permissions.PropagatePermissions())
5308 {
5309 if ((item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0)
5310 {
5311 // Apply the item's permissions to the object
5312 //LogPermissions("Before applying item permissions");
5313 if (userInventory)
5314 {
5315 EveryoneMask = item.EveryOnePermissions;
5316 NextOwnerMask = item.NextPermissions;
5317 }
5318 else
5319 {
5320 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0)
5321 EveryoneMask = item.EveryOnePermissions;
5322 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0)
5323 NextOwnerMask = item.NextPermissions;
5324 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteGroup) != 0)
5325 GroupMask = item.GroupPermissions;
5326 }
5327 //LogPermissions("After applying item permissions");
5328 }
5329 }
5330
5331 GroupMask = 0; // DO NOT propagate here
5332 }
5333
5334 if (OwnerID != item.Owner)
5335 {
5336 //LogPermissions("Before ApplyNextOwnerPermissions");
5337 ApplyNextOwnerPermissions();
5338 //LogPermissions("After ApplyNextOwnerPermissions");
5339
5340 LastOwnerID = OwnerID;
5341 OwnerID = item.Owner;
5342 Inventory.ChangeInventoryOwner(item.Owner);
5343 }
5344 }
5345
5346 /// <summary>
5347 /// Logs the prim's permissions. Useful when debugging permission problems.
5348 /// </summary>
5349 /// <param name="message"></param>
5350 private void LogPermissions(String message)
5351 {
5352 PermissionsUtil.LogPermissions(Name, message, BaseMask, OwnerMask, NextOwnerMask);
5353 }
5296 5354
5297 public void ApplyNextOwnerPermissions() 5355 public void ApplyNextOwnerPermissions()
5298 { 5356 {
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index b4fc472..8893cc0 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
@@ -916,48 +916,27 @@ namespace OpenSim.Region.Framework.Scenes
916 // Since renaming the item in the inventory does not affect the name stored 916 // Since renaming the item in the inventory does not affect the name stored
917 // in the serialization, transfer the correct name from the inventory to the 917 // in the serialization, transfer the correct name from the inventory to the
918 // object itself before we rez. 918 // object itself before we rez.
919 rootPart.Name = item.Name; 919 // Only do these for the first object if we are rezzing a coalescence.
920 rootPart.Description = item.Description; 920 if (i == 0)
921
922 SceneObjectPart[] partList = group.Parts;
923
924 group.SetGroup(m_part.GroupID, null);
925
926 // TODO: Remove magic number badness
927 if ((rootPart.OwnerID != item.OwnerID) || (item.CurrentPermissions & 16) != 0 || (item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0) // Magic number
928 { 921 {
929 if (m_part.ParentGroup.Scene.Permissions.PropagatePermissions()) 922 rootPart.Name = item.Name;
930 { 923 rootPart.Description = item.Description;
931 foreach (SceneObjectPart part in partList)
932 {
933 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0)
934 part.EveryoneMask = item.EveryonePermissions;
935 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0)
936 part.NextOwnerMask = item.NextPermissions;
937 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteGroup) != 0)
938 part.GroupMask = item.GroupPermissions;
939 }
940
941 group.ApplyNextOwnerPermissions();
942 }
943 } 924 }
944 925
945 foreach (SceneObjectPart part in partList) 926 group.SetGroup(m_part.GroupID, null);
946 {
947 // TODO: Remove magic number badness
948 if ((part.OwnerID != item.OwnerID) || (item.CurrentPermissions & 16) != 0 || (item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0) // Magic number
949 {
950 part.LastOwnerID = part.OwnerID;
951 part.OwnerID = item.OwnerID;
952 part.Inventory.ChangeInventoryOwner(item.OwnerID);
953 }
954 927
955 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0) 928 foreach (SceneObjectPart part in group.Parts)
956 part.EveryoneMask = item.EveryonePermissions; 929 {
957 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0) 930 // Convert between InventoryItem classes. You can never have too many similar but slightly different classes :)
958 part.NextOwnerMask = item.NextPermissions; 931 InventoryItemBase dest = new InventoryItemBase(item.ItemID, item.OwnerID);
959 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteGroup) != 0) 932 dest.BasePermissions = item.BasePermissions;
960 part.GroupMask = item.GroupPermissions; 933 dest.CurrentPermissions = item.CurrentPermissions;
934 dest.EveryOnePermissions = item.EveryonePermissions;
935 dest.GroupPermissions = item.GroupPermissions;
936 dest.NextPermissions = item.NextPermissions;
937 dest.Flags = item.Flags;
938
939 part.ApplyPermissionsOnRez(dest, false, m_part.ParentGroup.Scene);
961 } 940 }
962 941
963 rootPart.TrimPermissions(); 942 rootPart.TrimPermissions();
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 8ff17f6..252c72f 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -1903,6 +1903,8 @@ namespace OpenSim.Region.Framework.Scenes
1903 ControllingClient.SendAgentTerseUpdate(this); 1903 ControllingClient.SendAgentTerseUpdate(this);
1904 1904
1905 PhysicsActor actor = PhysicsActor; 1905 PhysicsActor actor = PhysicsActor;
1906
1907 // This will be the case if the agent is sitting on the groudn or on an object.
1906 if (actor == null) 1908 if (actor == null)
1907 { 1909 {
1908 SendControlsToScripts(flagsForScripts); 1910 SendControlsToScripts(flagsForScripts);