From 31cec30aa0a589f622635c689b08c2e026898556 Mon Sep 17 00:00:00 2001 From: Teravus Ovares Date: Fri, 30 Nov 2007 04:54:15 +0000 Subject: * Extended our semi-stupid implementation of in world object permissions to show a user's client that it can't edit a prim if it doesn't have permission. * Permissions is due for a big revamp. The current way it's done is a hack at best. --- OpenSim/Region/Environment/Scenes/Scene.cs | 19 +++++++++++++++++-- 1 file changed, 17 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region/Environment/Scenes/Scene.cs') diff --git a/OpenSim/Region/Environment/Scenes/Scene.cs b/OpenSim/Region/Environment/Scenes/Scene.cs index 2d74913..cc0f3e1 100644 --- a/OpenSim/Region/Environment/Scenes/Scene.cs +++ b/OpenSim/Region/Environment/Scenes/Scene.cs @@ -733,7 +733,7 @@ namespace OpenSim.Region.Environment.Scenes /// /// Loads the World's objects /// - public virtual void LoadPrimsFromStorage() + public virtual void LoadPrimsFromStorage(bool m_permissions) { MainLog.Instance.Verbose("Loading objects from datastore"); List PrimsFromDB = m_storageManager.DataStore.LoadObjects(m_regInfo.RegionID); @@ -741,6 +741,20 @@ namespace OpenSim.Region.Environment.Scenes { AddEntityFromStorage(prim); SceneObjectPart rootPart = prim.GetChildPart(prim.UUID); + if (m_permissions) + { + rootPart.EveryoneMask = rootPart.ObjectFlags; + rootPart.EveryoneMask &= ~(uint)LLObject.ObjectFlags.ObjectYouOwner; + rootPart.EveryoneMask &= ~(uint)LLObject.ObjectFlags.ObjectTransfer; + rootPart.EveryoneMask &= ~(uint)LLObject.ObjectFlags.ObjectModify; + rootPart.EveryoneMask &= ~(uint)LLObject.ObjectFlags.ObjectMove; + rootPart.EveryoneMask &= ~(uint)LLObject.ObjectFlags.ObjectAnyOwner; + rootPart.EveryoneMask &= ~(uint)LLObject.ObjectFlags.ObjectYouOfficer; + } + else + { + rootPart.EveryoneMask = rootPart.ObjectFlags; + } bool UsePhysics = (((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) > 0) && m_physicalPrim); if ((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Phantom) == 0) rootPart.PhysActor = PhysicsScene.AddPrimShape( @@ -839,7 +853,8 @@ namespace OpenSim.Region.Environment.Scenes // if grass or tree, make phantom if ((rootPart.Shape.PCode == 95) || (rootPart.Shape.PCode == 255)) { - rootPart.ObjectFlags += (uint)LLObject.ObjectFlags.Phantom; + rootPart.AddFlag(LLObject.ObjectFlags.Phantom); + //rootPart.ObjectFlags += (uint)LLObject.ObjectFlags.Phantom; } // if not phantom, add to physics bool UsePhysics = (((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) > 0) && m_physicalPrim); -- cgit v1.1