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authorOren Hurvitz2013-11-04 19:28:24 +0200
committerJustin Clark-Casey (justincc)2014-01-10 19:37:59 +0000
commit13f31fdf85c404896c166932730b7b8bc5416626 (patch)
tree7fc489557e3b3c040b02c185c5ea97bcdf85434d /OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
parentIf an agent is sitting, then do send the rotation in the agent update instead... (diff)
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Refactored setting permissions when rezzing items: use the same function when rezzing from user inventory and prim inventory.
Also, fixed a bug: when rezzing a coalesced object from a prim's inventory, apply the coalesced object's name and description only to the first sub-object; not to all the objects in the coalescence. (This was already done correctly when rezzing from a user's inventory.)
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectPart.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs58
1 files changed, 58 insertions, 0 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index ea9d0d8..1cf7726 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -4800,6 +4800,64 @@ namespace OpenSim.Region.Framework.Scenes
4800 { 4800 {
4801 ParentGroup.AddScriptLPS(count); 4801 ParentGroup.AddScriptLPS(count);
4802 } 4802 }
4803
4804 /// <summary>
4805 /// Sets a prim's owner and permissions when it's rezzed.
4806 /// </summary>
4807 /// <param name="item">The inventory item from which the item was rezzed</param>
4808 /// <param name="userInventory">True: the item is being rezzed from the user's inventory. False: from a prim's inventory.</param>
4809 /// <param name="scene">The scene the prim is being rezzed into</param>
4810 public void ApplyPermissionsOnRez(InventoryItemBase item, bool userInventory, Scene scene)
4811 {
4812 if ((OwnerID != item.Owner) || ((item.CurrentPermissions & SceneObjectGroup.SLAM) != 0) || ((item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0))
4813 {
4814 if (scene.Permissions.PropagatePermissions())
4815 {
4816 if ((item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0)
4817 {
4818 // Apply the item's permissions to the object
4819 //LogPermissions("Before applying item permissions");
4820 if (userInventory)
4821 {
4822 EveryoneMask = item.EveryOnePermissions;
4823 NextOwnerMask = item.NextPermissions;
4824 }
4825 else
4826 {
4827 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0)
4828 EveryoneMask = item.EveryOnePermissions;
4829 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0)
4830 NextOwnerMask = item.NextPermissions;
4831 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteGroup) != 0)
4832 GroupMask = item.GroupPermissions;
4833 }
4834 //LogPermissions("After applying item permissions");
4835 }
4836 }
4837
4838 GroupMask = 0; // DO NOT propagate here
4839 }
4840
4841 if (OwnerID != item.Owner)
4842 {
4843 //LogPermissions("Before ApplyNextOwnerPermissions");
4844 ApplyNextOwnerPermissions();
4845 //LogPermissions("After ApplyNextOwnerPermissions");
4846
4847 LastOwnerID = OwnerID;
4848 OwnerID = item.Owner;
4849 Inventory.ChangeInventoryOwner(item.Owner);
4850 }
4851 }
4852
4853 /// <summary>
4854 /// Logs the prim's permissions. Useful when debugging permission problems.
4855 /// </summary>
4856 /// <param name="message"></param>
4857 private void LogPermissions(String message)
4858 {
4859 PermissionsUtil.LogPermissions(Name, message, BaseMask, OwnerMask, NextOwnerMask);
4860 }
4803 4861
4804 public void ApplyNextOwnerPermissions() 4862 public void ApplyNextOwnerPermissions()
4805 { 4863 {