From c1a0c7fad17bb2aead1539b61fe82fee16686190 Mon Sep 17 00:00:00 2001
From: Melanie
Date: Thu, 23 Aug 2012 23:09:32 +0200
Subject: Fix bad child prim permissions that can make objects change perms
 after rezzing

---
 OpenSim/Region/Framework/Scenes/Scene.Inventory.cs  |  3 +++
 OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | 18 +++++++++++++++---
 OpenSim/Region/Framework/Scenes/SceneObjectPart.cs  | 21 +++++++++++++++++++++
 3 files changed, 39 insertions(+), 3 deletions(-)

(limited to 'OpenSim')

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
 
                 SceneObjectGroup grp = part.ParentGroup;
 
+                // If child prims have invalid perms, fix them
+                grp.AdjustChildPrimPermissions();
+
                 if (remoteClient == null)
                 {
                     // 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
             // Can't do this yet since backup still makes use of the root part without any synchronization
 //            objectGroup.m_rootPart = null;
 
+            // If linking prims with different permissions, fix them
+            AdjustChildPrimPermissions();
+
             AttachToBackup();
 
             // 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
             }
         }
 
+        public void AdjustChildPrimPermissions()
+        {
+            ForEachPart(part =>
+            {
+                if (part != RootPart)
+                    part.ClonePermissions(RootPart);
+            });
+        }
+
         public void UpdatePermissions(UUID AgentID, byte field, uint localID,
                 uint mask, byte addRemTF)
         {
-            SceneObjectPart[] parts = m_parts.GetArray();
-            for (int i = 0; i < parts.Length; i++)
-                parts[i].UpdatePermissions(AgentID, field, localID, mask, addRemTF);
+            RootPart.UpdatePermissions(AgentID, field, localID, mask, addRemTF);
+
+            AdjustChildPrimPermissions();
 
             HasGroupChanged = true;
 
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
             }
         }
 
+        public void ClonePermissions(SceneObjectPart source)
+        {
+            bool update = false;
+
+            if (BaseMask != source.BaseMask ||
+                OwnerMask != source.OwnerMask ||
+                GroupMask != source.GroupMask ||
+                EveryoneMask != source.EveryoneMask ||
+                NextOwnerMask != source.NextOwnerMask)
+                update = true;
+
+            BaseMask = source.BaseMask;
+            OwnerMask = source.OwnerMask;
+            GroupMask = source.GroupMask;
+            EveryoneMask = source.EveryoneMask;
+            NextOwnerMask = source.NextOwnerMask;
+
+            if (update)
+                SendFullUpdateToAllClients();
+        }
+
         public bool IsHingeJoint()
         {
             // For now, we use the NINJA naming scheme for identifying joints.
-- 
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