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author | Melanie | 2012-08-24 00:15:30 +0100 |
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committer | Melanie | 2012-08-24 00:15:30 +0100 |
commit | c55768466626336849c650349b335365c41359e5 (patch) | |
tree | 5050a16ac8dc0033ee8f730b914f6e6464d879b3 /OpenSim/Region/Framework/Scenes | |
parent | If a script state save fails for some reason on shutdown/region removal, get ... (diff) | |
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Fix bad child prim permissions that can make objects change perms after rezzing
Port from Avination
Diffstat (limited to 'OpenSim/Region/Framework/Scenes')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/Scene.Inventory.cs | 3 | ||||
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | 18 | ||||
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 21 |
3 files changed, 39 insertions, 3 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs index 7e31d60..675c64d 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs | |||
@@ -1943,6 +1943,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1943 | deleteIDs.Add(localID); | 1943 | deleteIDs.Add(localID); |
1944 | deleteGroups.Add(grp); | 1944 | deleteGroups.Add(grp); |
1945 | 1945 | ||
1946 | // If child prims have invalid perms, fix them | ||
1947 | grp.AdjustChildPrimPermissions(); | ||
1948 | |||
1946 | if (remoteClient == null) | 1949 | if (remoteClient == null) |
1947 | { | 1950 | { |
1948 | // Autoreturn has a null client. Nothing else does. So | 1951 | // 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 f6c725b..b4a155e 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | |||
@@ -2131,6 +2131,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
2131 | // Can't do this yet since backup still makes use of the root part without any synchronization | 2131 | // Can't do this yet since backup still makes use of the root part without any synchronization |
2132 | // objectGroup.m_rootPart = null; | 2132 | // objectGroup.m_rootPart = null; |
2133 | 2133 | ||
2134 | // If linking prims with different permissions, fix them | ||
2135 | AdjustChildPrimPermissions(); | ||
2136 | |||
2134 | AttachToBackup(); | 2137 | AttachToBackup(); |
2135 | 2138 | ||
2136 | // Here's the deal, this is ABSOLUTELY CRITICAL so the physics scene gets the update about the | 2139 | // Here's the deal, this is ABSOLUTELY CRITICAL so the physics scene gets the update about the |
@@ -2622,12 +2625,21 @@ namespace OpenSim.Region.Framework.Scenes | |||
2622 | } | 2625 | } |
2623 | } | 2626 | } |
2624 | 2627 | ||
2628 | public void AdjustChildPrimPermissions() | ||
2629 | { | ||
2630 | ForEachPart(part => | ||
2631 | { | ||
2632 | if (part != RootPart) | ||
2633 | part.ClonePermissions(RootPart); | ||
2634 | }); | ||
2635 | } | ||
2636 | |||
2625 | public void UpdatePermissions(UUID AgentID, byte field, uint localID, | 2637 | public void UpdatePermissions(UUID AgentID, byte field, uint localID, |
2626 | uint mask, byte addRemTF) | 2638 | uint mask, byte addRemTF) |
2627 | { | 2639 | { |
2628 | SceneObjectPart[] parts = m_parts.GetArray(); | 2640 | RootPart.UpdatePermissions(AgentID, field, localID, mask, addRemTF); |
2629 | for (int i = 0; i < parts.Length; i++) | 2641 | |
2630 | parts[i].UpdatePermissions(AgentID, field, localID, mask, addRemTF); | 2642 | AdjustChildPrimPermissions(); |
2631 | 2643 | ||
2632 | HasGroupChanged = true; | 2644 | HasGroupChanged = true; |
2633 | 2645 | ||
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index 2a9ee3a..411dcc7 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | |||
@@ -3890,6 +3890,27 @@ namespace OpenSim.Region.Framework.Scenes | |||
3890 | } | 3890 | } |
3891 | } | 3891 | } |
3892 | 3892 | ||
3893 | public void ClonePermissions(SceneObjectPart source) | ||
3894 | { | ||
3895 | bool update = false; | ||
3896 | |||
3897 | if (BaseMask != source.BaseMask || | ||
3898 | OwnerMask != source.OwnerMask || | ||
3899 | GroupMask != source.GroupMask || | ||
3900 | EveryoneMask != source.EveryoneMask || | ||
3901 | NextOwnerMask != source.NextOwnerMask) | ||
3902 | update = true; | ||
3903 | |||
3904 | BaseMask = source.BaseMask; | ||
3905 | OwnerMask = source.OwnerMask; | ||
3906 | GroupMask = source.GroupMask; | ||
3907 | EveryoneMask = source.EveryoneMask; | ||
3908 | NextOwnerMask = source.NextOwnerMask; | ||
3909 | |||
3910 | if (update) | ||
3911 | SendFullUpdateToAllClients(); | ||
3912 | } | ||
3913 | |||
3893 | public bool IsHingeJoint() | 3914 | public bool IsHingeJoint() |
3894 | { | 3915 | { |
3895 | // For now, we use the NINJA naming scheme for identifying joints. | 3916 | // For now, we use the NINJA naming scheme for identifying joints. |