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author | Melanie Thielker | 2010-07-14 16:21:55 +0200 |
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committer | Melanie | 2010-07-14 16:12:44 +0100 |
commit | 39cd57598bf21c10bf5f187a65d37ba2c07c775b (patch) | |
tree | c3c61276f82cba4205caaa7893d106ac7acfa8a8 /OpenSim/Region/Framework | |
parent | Revert "More on mantis #4869. This fixes the problem of objects showing up as... (diff) | |
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Fix a permissions issue
Diffstat (limited to 'OpenSim/Region/Framework')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/Scene.Inventory.cs | 15 | ||||
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs | 18 |
2 files changed, 22 insertions, 11 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs index 34461dc..2578685 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs | |||
@@ -432,10 +432,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
432 | (uint)PermissionMask.Move; | 432 | (uint)PermissionMask.Move; |
433 | uint ownerPerms = item.CurrentPermissions; | 433 | uint ownerPerms = item.CurrentPermissions; |
434 | 434 | ||
435 | // Mask the base permissions. This is a conservative | ||
436 | // approach altering only the three main perms | ||
437 | basePerms &= nextPerms; | ||
438 | |||
439 | // If this is an object, root prim perms may be more | 435 | // If this is an object, root prim perms may be more |
440 | // permissive than folded perms. Use folded perms as | 436 | // permissive than folded perms. Use folded perms as |
441 | // a mask | 437 | // a mask |
@@ -451,10 +447,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
451 | 447 | ||
452 | // Mask the owner perms to the folded perms | 448 | // Mask the owner perms to the folded perms |
453 | ownerPerms &= foldedPerms; | 449 | ownerPerms &= foldedPerms; |
450 | basePerms &= foldedPerms; | ||
454 | 451 | ||
455 | // If the root was mod, let the mask reflect that | 452 | // If the root was mod, let the mask reflect that |
453 | // We also need to adjust the base here, because | ||
454 | // we should be able to edit in-inventory perms | ||
455 | // for the root prim, if it's mod. | ||
456 | if (isRootMod) | 456 | if (isRootMod) |
457 | { | ||
457 | ownerPerms |= (uint)PermissionMask.Modify; | 458 | ownerPerms |= (uint)PermissionMask.Modify; |
459 | basePerms |= (uint)PermissionMask.Modify; | ||
460 | } | ||
458 | } | 461 | } |
459 | 462 | ||
460 | // These will be applied to the root prim at next rez. | 463 | // These will be applied to the root prim at next rez. |
@@ -462,6 +465,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
462 | // are preserved due to the above mangling | 465 | // are preserved due to the above mangling |
463 | ownerPerms &= nextPerms; | 466 | ownerPerms &= nextPerms; |
464 | 467 | ||
468 | // Mask the base permissions. This is a conservative | ||
469 | // approach altering only the three main perms | ||
470 | basePerms &= nextPerms; | ||
471 | |||
465 | // Assign to the actual item. Make sure the slam bit is | 472 | // Assign to the actual item. Make sure the slam bit is |
466 | // set, if it wasn't set before. | 473 | // set, if it wasn't set before. |
467 | itemCopy.BasePermissions = basePerms; | 474 | itemCopy.BasePermissions = basePerms; |
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs index 55d2e32..9a01a28 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs | |||
@@ -282,7 +282,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
282 | PermissionMask.Move | | 282 | PermissionMask.Move | |
283 | PermissionMask.Transfer) | 7; | 283 | PermissionMask.Transfer) | 7; |
284 | 284 | ||
285 | uint ownerMask = 0x7ffffff; | 285 | uint ownerMask = 0x7fffffff; |
286 | foreach (SceneObjectPart part in m_parts.Values) | 286 | foreach (SceneObjectPart part in m_parts.Values) |
287 | { | 287 | { |
288 | ownerMask &= part.OwnerMask; | 288 | ownerMask &= part.OwnerMask; |
@@ -296,12 +296,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
296 | if ((ownerMask & (uint)PermissionMask.Transfer) == 0) | 296 | if ((ownerMask & (uint)PermissionMask.Transfer) == 0) |
297 | perms &= ~(uint)PermissionMask.Transfer; | 297 | perms &= ~(uint)PermissionMask.Transfer; |
298 | 298 | ||
299 | if ((ownerMask & RootPart.NextOwnerMask & (uint)PermissionMask.Modify) == 0) | 299 | // If root prim permissions are applied here, this would screw |
300 | perms &= ~((uint)PermissionMask.Modify >> 13); | 300 | // with in-inventory manipulation of the next owner perms |
301 | if ((ownerMask & RootPart.NextOwnerMask & (uint)PermissionMask.Copy) == 0) | 301 | // in a major way. So, let's move this to the give itself. |
302 | perms &= ~((uint)PermissionMask.Copy >> 13); | 302 | // Yes. I know. Evil. |
303 | if ((ownerMask & RootPart.NextOwnerMask & (uint)PermissionMask.Transfer) == 0) | 303 | // if ((ownerMask & RootPart.NextOwnerMask & (uint)PermissionMask.Modify) == 0) |
304 | perms &= ~((uint)PermissionMask.Transfer >> 13); | 304 | // perms &= ~((uint)PermissionMask.Modify >> 13); |
305 | // if ((ownerMask & RootPart.NextOwnerMask & (uint)PermissionMask.Copy) == 0) | ||
306 | // perms &= ~((uint)PermissionMask.Copy >> 13); | ||
307 | // if ((ownerMask & RootPart.NextOwnerMask & (uint)PermissionMask.Transfer) == 0) | ||
308 | // perms &= ~((uint)PermissionMask.Transfer >> 13); | ||
305 | 309 | ||
306 | return perms; | 310 | return perms; |
307 | } | 311 | } |