diff options
Diffstat (limited to '')
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 9ba13ae..34461dc 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs | |||
@@ -265,6 +265,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
265 | public void UpdateInventoryItemAsset(IClientAPI remoteClient, UUID transactionID, | 265 | public void UpdateInventoryItemAsset(IClientAPI remoteClient, UUID transactionID, |
266 | UUID itemID, InventoryItemBase itemUpd) | 266 | UUID itemID, InventoryItemBase itemUpd) |
267 | { | 267 | { |
268 | // This one will let people set next perms on items in agent | ||
269 | // inventory. Rut-Roh. Whatever. Make this secure. Yeah. | ||
270 | // | ||
271 | // Passing something to another avatar or a an object will already | ||
268 | InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId); | 272 | InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId); |
269 | item = InventoryService.GetItem(item); | 273 | item = InventoryService.GetItem(item); |
270 | 274 | ||
@@ -274,11 +278,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
274 | { | 278 | { |
275 | item.Name = itemUpd.Name; | 279 | item.Name = itemUpd.Name; |
276 | item.Description = itemUpd.Description; | 280 | item.Description = itemUpd.Description; |
277 | item.NextPermissions = itemUpd.NextPermissions; | 281 | item.NextPermissions = itemUpd.NextPermissions & item.BasePermissions; |
278 | item.CurrentPermissions |= 8; // Slam! | 282 | item.EveryOnePermissions = itemUpd.EveryOnePermissions & item.BasePermissions; |
279 | item.EveryOnePermissions = itemUpd.EveryOnePermissions; | 283 | item.GroupPermissions = itemUpd.GroupPermissions & item.BasePermissions; |
280 | item.GroupPermissions = itemUpd.GroupPermissions; | ||
281 | |||
282 | item.GroupID = itemUpd.GroupID; | 284 | item.GroupID = itemUpd.GroupID; |
283 | item.GroupOwned = itemUpd.GroupOwned; | 285 | item.GroupOwned = itemUpd.GroupOwned; |
284 | item.CreationDate = itemUpd.CreationDate; | 286 | item.CreationDate = itemUpd.CreationDate; |
@@ -384,28 +386,96 @@ namespace OpenSim.Region.Framework.Scenes | |||
384 | 386 | ||
385 | if (Permissions.PropagatePermissions() && recipient != senderId) | 387 | if (Permissions.PropagatePermissions() && recipient != senderId) |
386 | { | 388 | { |
387 | // First, make sore base is limited to the next perms | 389 | // Trying to do this right this time. This is evil. If |
388 | itemCopy.BasePermissions = item.BasePermissions & (item.NextPermissions | (uint)PermissionMask.Move); | 390 | // you believe in Good, go elsewhere. Vampires and other |
389 | // By default, current equals base | 391 | // evil creatores only beyond this point. You have been |
390 | itemCopy.CurrentPermissions = itemCopy.BasePermissions & item.CurrentPermissions; | 392 | // warned. |
391 | 393 | ||
392 | // If this is an object, replace current perms | 394 | // We're going to mask a lot of things by the next perms |
393 | // with folded perms | 395 | // Tweak the next perms to be nicer to our data |
396 | // | ||
397 | // In this mask, all the bits we do NOT want to mess | ||
398 | // with are set. These are: | ||
399 | // | ||
400 | // Transfer | ||
401 | // Copy | ||
402 | // Modufy | ||
403 | uint permsMask = ~ ((uint)PermissionMask.Copy | | ||
404 | (uint)PermissionMask.Transfer | | ||
405 | (uint)PermissionMask.Modify); | ||
406 | |||
407 | // Now, reduce the next perms to the mask bits | ||
408 | // relevant to the operation | ||
409 | uint nextPerms = permsMask | (item.NextPermissions & | ||
410 | ((uint)PermissionMask.Copy | | ||
411 | (uint)PermissionMask.Transfer | | ||
412 | (uint)PermissionMask.Modify)); | ||
413 | |||
414 | // nextPerms now has all bits set, except for the actual | ||
415 | // next permission bits. | ||
416 | |||
417 | // This checks for no mod, no copy, no trans. | ||
418 | // This indicates an error or messed up item. Do it like | ||
419 | // SL and assume trans | ||
420 | if (nextPerms == permsMask) | ||
421 | nextPerms |= (uint)PermissionMask.Transfer; | ||
422 | |||
423 | // Inventory owner perms are the logical AND of the | ||
424 | // folded perms and the root prim perms, however, if | ||
425 | // the root prim is mod, the inventory perms will be | ||
426 | // mod. This happens on "take" and is of little concern | ||
427 | // here, save for preventing escalation | ||
428 | |||
429 | // This hack ensures that items previously permalocked | ||
430 | // get unlocked when they're passed or rezzed | ||
431 | uint basePerms = item.BasePermissions | | ||
432 | (uint)PermissionMask.Move; | ||
433 | uint ownerPerms = item.CurrentPermissions; | ||
434 | |||
435 | // Mask the base permissions. This is a conservative | ||
436 | // approach altering only the three main perms | ||
437 | basePerms &= nextPerms; | ||
438 | |||
439 | // If this is an object, root prim perms may be more | ||
440 | // permissive than folded perms. Use folded perms as | ||
441 | // a mask | ||
394 | if (item.InvType == (int)InventoryType.Object) | 442 | if (item.InvType == (int)InventoryType.Object) |
395 | { | 443 | { |
396 | itemCopy.CurrentPermissions &= ~(uint)(PermissionMask.Copy | PermissionMask.Modify | PermissionMask.Transfer); | 444 | // Create a safe mask for the current perms |
397 | itemCopy.CurrentPermissions |= (item.CurrentPermissions & 7) << 13; | 445 | uint foldedPerms = (item.CurrentPermissions & 7) << 13; |
446 | foldedPerms |= permsMask; | ||
447 | |||
448 | bool isRootMod = (item.CurrentPermissions & | ||
449 | (uint)PermissionMask.Modify) != 0 ? | ||
450 | true : false; | ||
451 | |||
452 | // Mask the owner perms to the folded perms | ||
453 | ownerPerms &= foldedPerms; | ||
454 | |||
455 | // If the root was mod, let the mask reflect that | ||
456 | if (isRootMod) | ||
457 | ownerPerms |= (uint)PermissionMask.Modify; | ||
398 | } | 458 | } |
399 | 459 | ||
400 | // Ensure there is no escalation | 460 | // These will be applied to the root prim at next rez. |
401 | itemCopy.CurrentPermissions &= (item.NextPermissions | (uint)PermissionMask.Move); | 461 | // The slam bit (bit 3) and folded permission (bits 0-2) |
462 | // are preserved due to the above mangling | ||
463 | ownerPerms &= nextPerms; | ||
402 | 464 | ||
403 | // Need slam bit on xfer | 465 | // Assign to the actual item. Make sure the slam bit is |
404 | itemCopy.CurrentPermissions |= 8; | 466 | // set, if it wasn't set before. |
467 | itemCopy.BasePermissions = basePerms; | ||
468 | itemCopy.CurrentPermissions = ownerPerms | 16; // Slam | ||
405 | 469 | ||
406 | itemCopy.NextPermissions = item.NextPermissions; | 470 | itemCopy.NextPermissions = item.NextPermissions; |
407 | 471 | ||
408 | itemCopy.EveryOnePermissions = 0; | 472 | // This preserves "everyone can move" |
473 | itemCopy.EveryOnePermissions = item.EveryOnePermissions & | ||
474 | nextPerms; | ||
475 | |||
476 | // Intentionally killing "share with group" here, as | ||
477 | // the recipient will not have the group this is | ||
478 | // set to | ||
409 | itemCopy.GroupPermissions = 0; | 479 | itemCopy.GroupPermissions = 0; |
410 | } | 480 | } |
411 | else | 481 | else |
@@ -903,7 +973,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
903 | else | 973 | else |
904 | agentItem.CurrentPermissions = agentItem.BasePermissions & taskItem.CurrentPermissions; | 974 | agentItem.CurrentPermissions = agentItem.BasePermissions & taskItem.CurrentPermissions; |
905 | 975 | ||
906 | agentItem.CurrentPermissions |= 8; | 976 | agentItem.CurrentPermissions |= 16; // Slam |
907 | agentItem.NextPermissions = taskItem.NextPermissions; | 977 | agentItem.NextPermissions = taskItem.NextPermissions; |
908 | agentItem.EveryOnePermissions = taskItem.EveryonePermissions & (taskItem.NextPermissions | (uint)PermissionMask.Move); | 978 | agentItem.EveryOnePermissions = taskItem.EveryonePermissions & (taskItem.NextPermissions | (uint)PermissionMask.Move); |
909 | agentItem.GroupPermissions = taskItem.GroupPermissions & taskItem.NextPermissions; | 979 | agentItem.GroupPermissions = taskItem.GroupPermissions & taskItem.NextPermissions; |
@@ -1094,7 +1164,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1094 | (srcTaskItem.NextPermissions | (uint)PermissionMask.Move); | 1164 | (srcTaskItem.NextPermissions | (uint)PermissionMask.Move); |
1095 | destTaskItem.BasePermissions = srcTaskItem.BasePermissions & | 1165 | destTaskItem.BasePermissions = srcTaskItem.BasePermissions & |
1096 | (srcTaskItem.NextPermissions | (uint)PermissionMask.Move); | 1166 | (srcTaskItem.NextPermissions | (uint)PermissionMask.Move); |
1097 | destTaskItem.CurrentPermissions |= 8; // Slam! | 1167 | destTaskItem.CurrentPermissions |= 16; // Slam! |
1098 | } | 1168 | } |
1099 | } | 1169 | } |
1100 | 1170 | ||
@@ -1478,7 +1548,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1478 | srcTaskItem.NextPermissions; | 1548 | srcTaskItem.NextPermissions; |
1479 | destTaskItem.BasePermissions = srcTaskItem.BasePermissions & | 1549 | destTaskItem.BasePermissions = srcTaskItem.BasePermissions & |
1480 | srcTaskItem.NextPermissions; | 1550 | srcTaskItem.NextPermissions; |
1481 | destTaskItem.CurrentPermissions |= 8; // Slam! | 1551 | destTaskItem.CurrentPermissions |= 16; // Slam! |
1482 | } | 1552 | } |
1483 | } | 1553 | } |
1484 | 1554 | ||
@@ -1864,17 +1934,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
1864 | 1934 | ||
1865 | group.SetGroup(sourcePart.GroupID, null); | 1935 | group.SetGroup(sourcePart.GroupID, null); |
1866 | 1936 | ||
1867 | if (rootPart.OwnerID != item.OwnerID) | 1937 | if ((rootPart.OwnerID != item.OwnerID) || (item.CurrentPermissions & 16) != 0) |
1868 | { | 1938 | { |
1869 | if (Permissions.PropagatePermissions()) | 1939 | if (Permissions.PropagatePermissions()) |
1870 | { | 1940 | { |
1871 | if ((item.CurrentPermissions & 8) != 0) | 1941 | foreach (SceneObjectPart part in partList) |
1872 | { | 1942 | { |
1873 | foreach (SceneObjectPart part in partList) | 1943 | part.EveryoneMask = item.EveryonePermissions; |
1874 | { | 1944 | part.NextOwnerMask = item.NextPermissions; |
1875 | part.EveryoneMask = item.EveryonePermissions; | ||
1876 | part.NextOwnerMask = item.NextPermissions; | ||
1877 | } | ||
1878 | } | 1945 | } |
1879 | group.ApplyNextOwnerPermissions(); | 1946 | group.ApplyNextOwnerPermissions(); |
1880 | } | 1947 | } |
@@ -1882,17 +1949,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
1882 | 1949 | ||
1883 | foreach (SceneObjectPart part in partList) | 1950 | foreach (SceneObjectPart part in partList) |
1884 | { | 1951 | { |
1885 | if (part.OwnerID != item.OwnerID) | 1952 | if ((part.OwnerID != item.OwnerID) || (item.CurrentPermissions & 16) != 0) |
1886 | { | 1953 | { |
1887 | part.LastOwnerID = part.OwnerID; | 1954 | part.LastOwnerID = part.OwnerID; |
1888 | part.OwnerID = item.OwnerID; | 1955 | part.OwnerID = item.OwnerID; |
1889 | part.Inventory.ChangeInventoryOwner(item.OwnerID); | 1956 | part.Inventory.ChangeInventoryOwner(item.OwnerID); |
1890 | } | 1957 | } |
1891 | else if ((item.CurrentPermissions & 8) != 0) // Slam! | 1958 | part.EveryoneMask = item.EveryonePermissions; |
1892 | { | 1959 | part.NextOwnerMask = item.NextPermissions; |
1893 | part.EveryoneMask = item.EveryonePermissions; | ||
1894 | part.NextOwnerMask = item.NextPermissions; | ||
1895 | } | ||
1896 | } | 1960 | } |
1897 | 1961 | ||
1898 | rootPart.TrimPermissions(); | 1962 | rootPart.TrimPermissions(); |
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index e2ab643..f7d2d37 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs | |||
@@ -4731,7 +4731,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
4731 | part.NextOwnerMask; | 4731 | part.NextOwnerMask; |
4732 | item.GroupPermissions = part.GroupMask & | 4732 | item.GroupPermissions = part.GroupMask & |
4733 | part.NextOwnerMask; | 4733 | part.NextOwnerMask; |
4734 | item.CurrentPermissions |= 8; // Slam! | 4734 | item.CurrentPermissions |= 16; // Slam! |
4735 | item.CreationDate = Util.UnixTimeSinceEpoch(); | 4735 | item.CreationDate = Util.UnixTimeSinceEpoch(); |
4736 | 4736 | ||
4737 | if (InventoryService.AddItem(item)) | 4737 | if (InventoryService.AddItem(item)) |
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs index f7e46af..55d2e32 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs | |||
@@ -172,13 +172,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
172 | taskItem.GroupPermissions = item.GroupPermissions & | 172 | taskItem.GroupPermissions = item.GroupPermissions & |
173 | item.NextPermissions; | 173 | item.NextPermissions; |
174 | taskItem.NextPermissions = item.NextPermissions; | 174 | taskItem.NextPermissions = item.NextPermissions; |
175 | taskItem.CurrentPermissions |= 8; | 175 | // We're adding this to a prim we don't own. Force |
176 | // owner change | ||
177 | taskItem.CurrentPermissions |= 16; // Slam | ||
176 | } | 178 | } |
177 | else | 179 | else |
178 | { | 180 | { |
179 | taskItem.BasePermissions = item.BasePermissions; | 181 | taskItem.BasePermissions = item.BasePermissions; |
180 | taskItem.CurrentPermissions = item.CurrentPermissions; | 182 | taskItem.CurrentPermissions = item.CurrentPermissions; |
181 | taskItem.CurrentPermissions |= 8; | ||
182 | taskItem.EveryonePermissions = item.EveryOnePermissions; | 183 | taskItem.EveryonePermissions = item.EveryOnePermissions; |
183 | taskItem.GroupPermissions = item.GroupPermissions; | 184 | taskItem.GroupPermissions = item.GroupPermissions; |
184 | taskItem.NextPermissions = item.NextPermissions; | 185 | taskItem.NextPermissions = item.NextPermissions; |
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs index 3a8f168..cabcf37 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs | |||
@@ -952,7 +952,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
952 | item.CurrentPermissions &= ~(uint)PermissionMask.Transfer; | 952 | item.CurrentPermissions &= ~(uint)PermissionMask.Transfer; |
953 | if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0) | 953 | if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0) |
954 | item.CurrentPermissions &= ~(uint)PermissionMask.Modify; | 954 | item.CurrentPermissions &= ~(uint)PermissionMask.Modify; |
955 | item.CurrentPermissions |= 8; | ||
956 | } | 955 | } |
957 | item.CurrentPermissions &= item.NextPermissions; | 956 | item.CurrentPermissions &= item.NextPermissions; |
958 | item.BasePermissions &= item.NextPermissions; | 957 | item.BasePermissions &= item.NextPermissions; |