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authorJustin Clark-Casey (justincc)2012-05-23 01:58:10 +0100
committerJustin Clark-Casey (justincc)2012-05-23 01:58:10 +0100
commitff429a259b41f1205a6b153bb6da383d9a9f5daf (patch)
tree70d7a495cc6d846ef593f8bb0ed608c31b78f079 /OpenSim/Tests/Common
parentSetting 'in transit' on a local teleport as well as inter-region teleports. (diff)
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Fix bug where an avatar that had an object they owned attached through llAttachToAvatar() or osForceAttachToAvatar() would wrongly have next permissions come into play when they detached that object and rezzed it in scene.
This is because the attachments module code was setting the 'object slam' bit by using PermissionMask.All Solution here is to route the attachment item creation call through the existing inventory code in BasicInventoryAccessModule rather than copy/pasted code in AttachmentsModule itself.
Diffstat (limited to 'OpenSim/Tests/Common')
-rw-r--r--OpenSim/Tests/Common/Helpers/SceneHelpers.cs7
1 files changed, 4 insertions, 3 deletions
diff --git a/OpenSim/Tests/Common/Helpers/SceneHelpers.cs b/OpenSim/Tests/Common/Helpers/SceneHelpers.cs
index 59829d9..239afc0 100644
--- a/OpenSim/Tests/Common/Helpers/SceneHelpers.cs
+++ b/OpenSim/Tests/Common/Helpers/SceneHelpers.cs
@@ -566,7 +566,7 @@ namespace OpenSim.Tests.Common
566 /// <returns></returns> 566 /// <returns></returns>
567 public static SceneObjectPart AddSceneObject(Scene scene) 567 public static SceneObjectPart AddSceneObject(Scene scene)
568 { 568 {
569 return AddSceneObject(scene, "Test Object"); 569 return AddSceneObject(scene, "Test Object", UUID.Zero);
570 } 570 }
571 571
572 /// <summary> 572 /// <summary>
@@ -574,10 +574,11 @@ namespace OpenSim.Tests.Common
574 /// </summary> 574 /// </summary>
575 /// <param name="scene"></param> 575 /// <param name="scene"></param>
576 /// <param name="name"></param> 576 /// <param name="name"></param>
577 /// <param name="ownerId"></param>
577 /// <returns></returns> 578 /// <returns></returns>
578 public static SceneObjectPart AddSceneObject(Scene scene, string name) 579 public static SceneObjectPart AddSceneObject(Scene scene, string name, UUID ownerId)
579 { 580 {
580 SceneObjectPart part = CreateSceneObjectPart(name, UUID.Random(), UUID.Zero); 581 SceneObjectPart part = CreateSceneObjectPart(name, UUID.Random(), ownerId);
581 582
582 //part.UpdatePrimFlags(false, false, true); 583 //part.UpdatePrimFlags(false, false, true);
583 //part.ObjectFlags |= (uint)PrimFlags.Phantom; 584 //part.ObjectFlags |= (uint)PrimFlags.Phantom;