From 9c84a8162f700fc2eb35018389c12fcfedc02587 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Thu, 9 Feb 2012 01:17:59 +0000
Subject: If NPCModule.CreateNPC() fails to create the required ScenePresence
(which should in theory never happen), don't add the NPC to the npc list but
return UUID.Zero instead.
---
OpenSim/Region/Framework/Interfaces/INPCModule.cs | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
(limited to 'OpenSim/Region/Framework')
diff --git a/OpenSim/Region/Framework/Interfaces/INPCModule.cs b/OpenSim/Region/Framework/Interfaces/INPCModule.cs
index 2731291..dc3ff89 100644
--- a/OpenSim/Region/Framework/Interfaces/INPCModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/INPCModule.cs
@@ -58,7 +58,7 @@ namespace OpenSim.Region.Framework.Interfaces
///
///
/// The avatar appearance to use for the new NPC.
- /// The UUID of the ScenePresence created.
+ /// The UUID of the ScenePresence created. UUID.Zero if there was a failure.
UUID CreateNPC(
string firstname,
string lastname,
--
cgit v1.1
From ddca5347c31aa9547395ec918b5b5dcd2e498be7 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Fri, 10 Feb 2012 02:13:15 +0000
Subject: When an asset is uploaded (e.g. a mesh) set individual
copy/move/transfer permissions, not PermissionMask.All
Setting PermissionMask.All will cause next permissions to replace current permissions when the object is rezzed, since bit 4 will be set.
This is not correct behaviour for a freshly uploaded mesh. Freshly rezzed in-world prims also do not have bit 4 set (don't yet know exactly what this is).
Should resolve http://opensimulator.org/mantis/view.php?id=5651
---
OpenSim/Region/Framework/Scenes/Scene.Inventory.cs | 9 +++++++++
OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs | 2 ++
2 files changed, 11 insertions(+)
(limited to 'OpenSim/Region/Framework')
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index af01624..5a5307c 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -347,6 +347,12 @@ namespace OpenSim.Region.Framework.Scenes
{
item.Name = itemUpd.Name;
item.Description = itemUpd.Description;
+
+// m_log.DebugFormat(
+// "[USER INVENTORY]: itemUpd {0} {1} {2} {3}, item {4} {5} {6} {7}",
+// itemUpd.NextPermissions, itemUpd.GroupPermissions, itemUpd.EveryOnePermissions, item.Flags,
+// item.NextPermissions, item.GroupPermissions, item.EveryOnePermissions, item.CurrentPermissions);
+
if (item.NextPermissions != (itemUpd.NextPermissions & item.BasePermissions))
item.Flags |= (uint)InventoryItemFlags.ObjectOverwriteNextOwner;
item.NextPermissions = itemUpd.NextPermissions & item.BasePermissions;
@@ -355,6 +361,9 @@ namespace OpenSim.Region.Framework.Scenes
item.EveryOnePermissions = itemUpd.EveryOnePermissions & item.BasePermissions;
if (item.GroupPermissions != (itemUpd.GroupPermissions & item.BasePermissions))
item.Flags |= (uint)InventoryItemFlags.ObjectOverwriteGroup;
+
+// m_log.DebugFormat("[USER INVENTORY]: item.Flags {0}", item.Flags);
+
item.GroupPermissions = itemUpd.GroupPermissions & item.BasePermissions;
item.GroupID = itemUpd.GroupID;
item.GroupOwned = itemUpd.GroupOwned;
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
index f173c95..a73d9b6 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
@@ -265,6 +265,8 @@ namespace OpenSim.Region.Framework.Scenes
public void ApplyNextOwnerPermissions()
{
+// m_log.DebugFormat("[PRIM INVENTORY]: Applying next owner permissions to {0} {1}", Name, UUID);
+
SceneObjectPart[] parts = m_parts.GetArray();
for (int i = 0; i < parts.Length; i++)
parts[i].ApplyNextOwnerPermissions();
--
cgit v1.1