From 13f31fdf85c404896c166932730b7b8bc5416626 Mon Sep 17 00:00:00 2001
From: Oren Hurvitz
Date: Mon, 4 Nov 2013 19:28:24 +0200
Subject: 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.)
---
OpenSim/Framework/PermissionsUtil.cs | 68 ++++++++++++++++++++
.../InventoryAccess/InventoryAccessModule.cs | 51 ++++-----------
.../Region/Framework/Scenes/SceneObjectGroup.cs | 3 +
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 58 +++++++++++++++++
.../Framework/Scenes/SceneObjectPartInventory.cs | 74 +++++-----------------
5 files changed, 160 insertions(+), 94 deletions(-)
create mode 100644 OpenSim/Framework/PermissionsUtil.cs
diff --git a/OpenSim/Framework/PermissionsUtil.cs b/OpenSim/Framework/PermissionsUtil.cs
new file mode 100644
index 0000000..3dce04d
--- /dev/null
+++ b/OpenSim/Framework/PermissionsUtil.cs
@@ -0,0 +1,68 @@
+/*
+ * Copyright (c) Contributors, http://opensimulator.org/
+ * See CONTRIBUTORS.TXT for a full list of copyright holders.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are met:
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * * Neither the name of the OpenSimulator Project nor the
+ * names of its contributors may be used to endorse or promote products
+ * derived from this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+ * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+ * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+ * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+using System;
+using System.Collections.Generic;
+using System.Reflection;
+using System.Text;
+using log4net;
+
+namespace OpenSim.Framework
+{
+ public static class PermissionsUtil
+ {
+ private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
+
+ ///
+ /// Logs permissions flags. Useful when debugging permission problems.
+ ///
+ ///
+ public static void LogPermissions(String name, String message, uint basePerm, uint curPerm, uint nextPerm)
+ {
+ m_log.DebugFormat("Permissions of \"{0}\" at \"{1}\": Base {2} ({3:X4}), Current {4} ({5:X4}), NextOwner {6} ({7:X4})",
+ name, message,
+ PermissionsToString(basePerm), basePerm, PermissionsToString(curPerm), curPerm, PermissionsToString(nextPerm), nextPerm);
+ }
+
+ ///
+ /// Converts a permissions bit-mask to a string (e.g., "MCT").
+ ///
+ private static string PermissionsToString(uint perms)
+ {
+ string str = "";
+ if ((perms & (int)PermissionMask.Modify) != 0)
+ str += "M";
+ if ((perms & (int)PermissionMask.Copy) != 0)
+ str += "C";
+ if ((perms & (int)PermissionMask.Transfer) != 0)
+ str += "T";
+ if (str == "")
+ str = ".";
+ return str;
+ }
+ }
+}
diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
index 831922e..da36ed0 100644
--- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
@@ -512,10 +512,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
item.EveryOnePermissions = so.RootPart.EveryoneMask & so.RootPart.NextOwnerMask;
item.GroupPermissions = so.RootPart.GroupMask & so.RootPart.NextOwnerMask;
- // Magic number badness. Maybe this deserves an enum.
- // bit 4 (16) is the "Slam" bit, it means treat as passed
- // and apply next owner perms on rez
- item.CurrentPermissions |= 16; // Slam!
+ // apply next owner perms on rez
+ item.CurrentPermissions |= SceneObjectGroup.SLAM;
}
else
{
@@ -809,11 +807,15 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
group.RootPart.Shape.LastAttachPoint = (byte)group.AttachmentPoint;
}
- foreach (SceneObjectPart part in group.Parts)
+ if (item == null)
{
- // Make the rezzer the owner, as this is not necessarily set correctly in the serialized asset.
- part.LastOwnerID = part.OwnerID;
- part.OwnerID = remoteClient.AgentId;
+ // Change ownership. Normally this is done in DoPreRezWhenFromItem(), but in this case we must do it here.
+ foreach (SceneObjectPart part in group.Parts)
+ {
+ // Make the rezzer the owner, as this is not necessarily set correctly in the serialized asset.
+ part.LastOwnerID = part.OwnerID;
+ part.OwnerID = remoteClient.AgentId;
+ }
}
if (!attachment)
@@ -969,44 +971,19 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
// "[INVENTORY ACCESS MODULE]: rootPart.OwnedID {0}, item.Owner {1}, item.CurrentPermissions {2:X}",
// rootPart.OwnerID, item.Owner, item.CurrentPermissions);
- if ((rootPart.OwnerID != item.Owner) ||
- (item.CurrentPermissions & 16) != 0)
+ if ((rootPart.OwnerID != item.Owner) || (item.CurrentPermissions & SceneObjectGroup.SLAM) != 0)
{
//Need to kill the for sale here
rootPart.ObjectSaleType = 0;
rootPart.SalePrice = 10;
-
- if (m_Scene.Permissions.PropagatePermissions())
- {
- foreach (SceneObjectPart part in so.Parts)
- {
- if ((item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0)
- {
- part.EveryoneMask = item.EveryOnePermissions;
- part.NextOwnerMask = item.NextPermissions;
- }
- part.GroupMask = 0; // DO NOT propagate here
- }
-
- so.ApplyNextOwnerPermissions();
- }
}
-
+
foreach (SceneObjectPart part in so.Parts)
{
part.FromUserInventoryItemID = fromUserInventoryItemId;
-
- if ((part.OwnerID != item.Owner) ||
- (item.CurrentPermissions & 16) != 0)
- {
- part.Inventory.ChangeInventoryOwner(item.Owner);
- part.GroupMask = 0; // DO NOT propagate here
- }
-
- part.EveryoneMask = item.EveryOnePermissions;
- part.NextOwnerMask = item.NextPermissions;
+ part.ApplyPermissionsOnRez(item, true, m_Scene);
}
-
+
rootPart.TrimPermissions();
if (isAttachment)
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 4b4e4ba..23507f4 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -109,6 +109,9 @@ namespace OpenSim.Region.Framework.Scenes
STATUS_ROTATE_Z = 0x008,
}
+ // This flag has the same purpose as InventoryItemFlags.ObjectSlamPerm
+ public static readonly uint SLAM = 16;
+
// private PrimCountTaintedDelegate handlerPrimCountTainted = null;
///
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
{
ParentGroup.AddScriptLPS(count);
}
+
+ ///
+ /// Sets a prim's owner and permissions when it's rezzed.
+ ///
+ /// The inventory item from which the item was rezzed
+ /// True: the item is being rezzed from the user's inventory. False: from a prim's inventory.
+ /// The scene the prim is being rezzed into
+ public void ApplyPermissionsOnRez(InventoryItemBase item, bool userInventory, Scene scene)
+ {
+ if ((OwnerID != item.Owner) || ((item.CurrentPermissions & SceneObjectGroup.SLAM) != 0) || ((item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0))
+ {
+ if (scene.Permissions.PropagatePermissions())
+ {
+ if ((item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0)
+ {
+ // Apply the item's permissions to the object
+ //LogPermissions("Before applying item permissions");
+ if (userInventory)
+ {
+ EveryoneMask = item.EveryOnePermissions;
+ NextOwnerMask = item.NextPermissions;
+ }
+ else
+ {
+ if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0)
+ EveryoneMask = item.EveryOnePermissions;
+ if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0)
+ NextOwnerMask = item.NextPermissions;
+ if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteGroup) != 0)
+ GroupMask = item.GroupPermissions;
+ }
+ //LogPermissions("After applying item permissions");
+ }
+ }
+
+ GroupMask = 0; // DO NOT propagate here
+ }
+
+ if (OwnerID != item.Owner)
+ {
+ //LogPermissions("Before ApplyNextOwnerPermissions");
+ ApplyNextOwnerPermissions();
+ //LogPermissions("After ApplyNextOwnerPermissions");
+
+ LastOwnerID = OwnerID;
+ OwnerID = item.Owner;
+ Inventory.ChangeInventoryOwner(item.Owner);
+ }
+ }
+
+ ///
+ /// Logs the prim's permissions. Useful when debugging permission problems.
+ ///
+ ///
+ private void LogPermissions(String message)
+ {
+ PermissionsUtil.LogPermissions(Name, message, BaseMask, OwnerMask, NextOwnerMask);
+ }
public void ApplyNextOwnerPermissions()
{
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index 380e402..5fa01e3 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
@@ -764,48 +764,27 @@ namespace OpenSim.Region.Framework.Scenes
// Since renaming the item in the inventory does not affect the name stored
// in the serialization, transfer the correct name from the inventory to the
// object itself before we rez.
- rootPart.Name = item.Name;
- rootPart.Description = item.Description;
-
- SceneObjectPart[] partList = group.Parts;
-
- group.SetGroup(m_part.GroupID, null);
-
- // TODO: Remove magic number badness
- if ((rootPart.OwnerID != item.OwnerID) || (item.CurrentPermissions & 16) != 0 || (item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0) // Magic number
+ // Only do these for the first object if we are rezzing a coalescence.
+ if (i == 0)
{
- if (m_part.ParentGroup.Scene.Permissions.PropagatePermissions())
- {
- foreach (SceneObjectPart part in partList)
- {
- if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0)
- part.EveryoneMask = item.EveryonePermissions;
- if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0)
- part.NextOwnerMask = item.NextPermissions;
- if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteGroup) != 0)
- part.GroupMask = item.GroupPermissions;
- }
-
- group.ApplyNextOwnerPermissions();
- }
+ rootPart.Name = item.Name;
+ rootPart.Description = item.Description;
}
- foreach (SceneObjectPart part in partList)
- {
- // TODO: Remove magic number badness
- if ((part.OwnerID != item.OwnerID) || (item.CurrentPermissions & 16) != 0 || (item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0) // Magic number
- {
- part.LastOwnerID = part.OwnerID;
- part.OwnerID = item.OwnerID;
- part.Inventory.ChangeInventoryOwner(item.OwnerID);
- }
+ group.SetGroup(m_part.GroupID, null);
- if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0)
- part.EveryoneMask = item.EveryonePermissions;
- if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0)
- part.NextOwnerMask = item.NextPermissions;
- if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteGroup) != 0)
- part.GroupMask = item.GroupPermissions;
+ foreach (SceneObjectPart part in group.Parts)
+ {
+ // Convert between InventoryItem classes. You can never have too many similar but slightly different classes :)
+ InventoryItemBase dest = new InventoryItemBase(item.ItemID, item.OwnerID);
+ dest.BasePermissions = item.BasePermissions;
+ dest.CurrentPermissions = item.CurrentPermissions;
+ dest.EveryOnePermissions = item.EveryonePermissions;
+ dest.GroupPermissions = item.GroupPermissions;
+ dest.NextPermissions = item.NextPermissions;
+ dest.Flags = item.Flags;
+
+ part.ApplyPermissionsOnRez(dest, false, m_part.ParentGroup.Scene);
}
rootPart.TrimPermissions();
@@ -1130,25 +1109,6 @@ namespace OpenSim.Region.Framework.Scenes
mask &= ~((uint)PermissionMask.Transfer >> 13);
if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
mask &= ~((uint)PermissionMask.Modify >> 13);
-
- if (item.InvType != (int)InventoryType.Object)
- {
- if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
- mask &= ~((uint)PermissionMask.Copy >> 13);
- if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
- mask &= ~((uint)PermissionMask.Transfer >> 13);
- if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
- mask &= ~((uint)PermissionMask.Modify >> 13);
- }
- else
- {
- if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
- mask &= ~((uint)PermissionMask.Copy >> 13);
- if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
- mask &= ~((uint)PermissionMask.Transfer >> 13);
- if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
- mask &= ~((uint)PermissionMask.Modify >> 13);
- }
if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
mask &= ~(uint)PermissionMask.Copy;
--
cgit v1.1
From 91fd9c467083a57e2898594ce3ae764aa0525bb5 Mon Sep 17 00:00:00 2001
From: Oren Hurvitz
Date: Tue, 5 Nov 2013 15:42:23 +0200
Subject: Refactored: use a single function to apply an object's folded
permissions to its main permissions
---
.../RemoteController/RemoteAdminPlugin.cs | 12 +++++-------
OpenSim/Framework/PermissionsUtil.cs | 19 +++++++++++++++++++
.../InventoryAccess/InventoryAccessModule.cs | 20 +++++++++-----------
.../World/Objects/BuySell/BuySellModule.cs | 8 +-------
OpenSim/Region/Framework/Scenes/Scene.Inventory.cs | 17 ++++++++++-------
.../Framework/Scenes/SceneObjectPartInventory.cs | 11 ++++-------
6 files changed, 48 insertions(+), 39 deletions(-)
diff --git a/OpenSim/ApplicationPlugins/RemoteController/RemoteAdminPlugin.cs b/OpenSim/ApplicationPlugins/RemoteController/RemoteAdminPlugin.cs
index 354f587..811781c 100644
--- a/OpenSim/ApplicationPlugins/RemoteController/RemoteAdminPlugin.cs
+++ b/OpenSim/ApplicationPlugins/RemoteController/RemoteAdminPlugin.cs
@@ -2763,15 +2763,13 @@ namespace OpenSim.ApplicationPlugins.RemoteController
///
private void ApplyNextOwnerPermissions(InventoryItemBase item)
{
- if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
+ if (item.InvType == (int)InventoryType.Object)
{
- if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
- item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
- if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
- item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
- if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
- item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
+ uint perms = item.CurrentPermissions;
+ PermissionsUtil.ApplyFoldedPermissions(item.CurrentPermissions, ref perms);
+ item.CurrentPermissions = perms;
}
+
item.CurrentPermissions &= item.NextPermissions;
item.BasePermissions &= item.NextPermissions;
item.EveryOnePermissions &= item.NextPermissions;
diff --git a/OpenSim/Framework/PermissionsUtil.cs b/OpenSim/Framework/PermissionsUtil.cs
index 3dce04d..d785a78 100644
--- a/OpenSim/Framework/PermissionsUtil.cs
+++ b/OpenSim/Framework/PermissionsUtil.cs
@@ -64,5 +64,24 @@ namespace OpenSim.Framework
str = ".";
return str;
}
+
+ ///
+ /// Applies an object's folded permissions to its regular permissions.
+ ///
+ /// The folded permissions. Only the lowest 7 bits are examined.
+ /// The permissions variable to modify.
+ public static void ApplyFoldedPermissions(uint foldedPerms, ref uint mainPerms)
+ {
+ if ((foldedPerms & 7) == 0)
+ return; // assume that if the folded permissions are 0 then this means that they weren't actually recorded
+
+ if ((foldedPerms & ((uint)PermissionMask.Copy >> 13)) == 0)
+ mainPerms &= ~(uint)PermissionMask.Copy;
+ if ((foldedPerms & ((uint)PermissionMask.Transfer >> 13)) == 0)
+ mainPerms &= ~(uint)PermissionMask.Transfer;
+ if ((foldedPerms & ((uint)PermissionMask.Modify >> 13)) == 0)
+ mainPerms &= ~(uint)PermissionMask.Modify;
+ }
+
}
}
diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
index da36ed0..a7e6fdd 100644
--- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
@@ -443,13 +443,13 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
}
else
{
- AddPermissions(item, objlist[0], objlist, remoteClient);
-
item.CreationDate = Util.UnixTimeSinceEpoch();
item.Description = asset.Description;
item.Name = asset.Name;
item.AssetType = asset.Type;
+ AddPermissions(item, objlist[0], objlist, remoteClient);
+
m_Scene.AddInventoryItem(item);
if (remoteClient != null && item.Owner == remoteClient.AgentId)
@@ -495,16 +495,12 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
effectivePerms &= grp.GetEffectivePermissions();
effectivePerms |= (uint)PermissionMask.Move;
+ //PermissionsUtil.LogPermissions(item.Name, "Before AddPermissions", item.BasePermissions, item.CurrentPermissions, item.NextPermissions);
+
if (remoteClient != null && (remoteClient.AgentId != so.RootPart.OwnerID) && m_Scene.Permissions.PropagatePermissions())
{
uint perms = effectivePerms;
- uint nextPerms = (perms & 7) << 13;
- if ((nextPerms & (uint)PermissionMask.Copy) == 0)
- perms &= ~(uint)PermissionMask.Copy;
- if ((nextPerms & (uint)PermissionMask.Transfer) == 0)
- perms &= ~(uint)PermissionMask.Transfer;
- if ((nextPerms & (uint)PermissionMask.Modify) == 0)
- perms &= ~(uint)PermissionMask.Modify;
+ PermissionsUtil.ApplyFoldedPermissions(effectivePerms, ref perms);
item.BasePermissions = perms & so.RootPart.NextOwnerMask;
item.CurrentPermissions = item.BasePermissions;
@@ -530,8 +526,10 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
(uint)PermissionMask.Move |
(uint)PermissionMask.Export |
7); // Preserve folded permissions
- }
-
+ }
+
+ //PermissionsUtil.LogPermissions(item.Name, "After AddPermissions", item.BasePermissions, item.CurrentPermissions, item.NextPermissions);
+
return item;
}
diff --git a/OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs b/OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs
index 22a53a8..0cb574a 100644
--- a/OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs
+++ b/OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs
@@ -198,13 +198,7 @@ namespace OpenSim.Region.CoreModules.World.Objects.BuySell
item.InvType = (int)InventoryType.Object;
item.Folder = categoryID;
- uint nextPerms=(perms & 7) << 13;
- if ((nextPerms & (uint)PermissionMask.Copy) == 0)
- perms &= ~(uint)PermissionMask.Copy;
- if ((nextPerms & (uint)PermissionMask.Transfer) == 0)
- perms &= ~(uint)PermissionMask.Transfer;
- if ((nextPerms & (uint)PermissionMask.Modify) == 0)
- perms &= ~(uint)PermissionMask.Modify;
+ PermissionsUtil.ApplyFoldedPermissions(perms, ref perms);
item.BasePermissions = perms & part.NextOwnerMask;
item.CurrentPermissions = perms & part.NextOwnerMask;
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 65536db..9cc5cde 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -669,17 +669,13 @@ namespace OpenSim.Region.Framework.Scenes
// a mask
if (item.InvType == (int)InventoryType.Object)
{
- // Create a safe mask for the current perms
- uint foldedPerms = (item.CurrentPermissions & 7) << 13;
- foldedPerms |= permsMask;
-
bool isRootMod = (item.CurrentPermissions &
(uint)PermissionMask.Modify) != 0 ?
true : false;
// Mask the owner perms to the folded perms
- ownerPerms &= foldedPerms;
- basePerms &= foldedPerms;
+ PermissionsUtil.ApplyFoldedPermissions(item.CurrentPermissions, ref ownerPerms);
+ PermissionsUtil.ApplyFoldedPermissions(item.CurrentPermissions, ref basePerms);
// If the root was mod, let the mask reflect that
// We also need to adjust the base here, because
@@ -1209,9 +1205,16 @@ namespace OpenSim.Region.Framework.Scenes
{
agentItem.BasePermissions = taskItem.BasePermissions & (taskItem.NextPermissions | (uint)PermissionMask.Move);
if (taskItem.InvType == (int)InventoryType.Object)
- agentItem.CurrentPermissions = agentItem.BasePermissions & (((taskItem.CurrentPermissions & 7) << 13) | (taskItem.CurrentPermissions & (uint)PermissionMask.Move));
+ {
+ uint perms = taskItem.CurrentPermissions;
+ PermissionsUtil.ApplyFoldedPermissions(taskItem.CurrentPermissions, ref perms);
+ agentItem.BasePermissions = perms | (uint)PermissionMask.Move;
+ agentItem.CurrentPermissions = agentItem.BasePermissions;
+ }
else
+ {
agentItem.CurrentPermissions = agentItem.BasePermissions & taskItem.CurrentPermissions;
+ }
agentItem.Flags |= (uint)InventoryItemFlags.ObjectSlamPerm;
agentItem.NextPermissions = taskItem.NextPermissions;
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index 5fa01e3..fb8ecd5 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
@@ -1132,14 +1132,11 @@ namespace OpenSim.Region.Framework.Scenes
// "[SCENE OBJECT PART INVENTORY]: Applying next permissions {0} to {1} in {2} with current {3}, base {4}, everyone {5}",
// item.NextPermissions, item.Name, m_part.Name, item.CurrentPermissions, item.BasePermissions, item.EveryonePermissions);
- if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
+ if (item.InvType == (int)InventoryType.Object)
{
- if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
- item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
- if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
- item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
- if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
- item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
+ uint perms = item.CurrentPermissions;
+ PermissionsUtil.ApplyFoldedPermissions(perms, ref perms);
+ item.CurrentPermissions = perms;
}
item.CurrentPermissions &= item.NextPermissions;
--
cgit v1.1
From a94e1e0e085a3c70e35e2c9cf0583d193c6ed32f Mon Sep 17 00:00:00 2001
From: Oren Hurvitz
Date: Wed, 6 Nov 2013 12:57:44 +0200
Subject: When creating a coalesced object, set its Creator ID if all the
objects have the same creator
---
.../InventoryAccess/InventoryAccessModule.cs | 19 +++++++++++++++----
1 file changed, 15 insertions(+), 4 deletions(-)
diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
index a7e6fdd..af95577 100644
--- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
@@ -412,17 +412,28 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
if (item == null)
return null;
+
+ item.CreatorId = objlist[0].RootPart.CreatorID.ToString();
+ item.CreatorData = objlist[0].RootPart.CreatorData;
- // Can't know creator is the same, so null it in inventory
if (objlist.Count > 1)
{
- item.CreatorId = UUID.Zero.ToString();
item.Flags = (uint)InventoryItemFlags.ObjectHasMultipleItems;
+
+ // If the objects have different creators then don't specify a creator at all
+ foreach (SceneObjectGroup objectGroup in objlist)
+ {
+ if ((objectGroup.RootPart.CreatorID.ToString() != item.CreatorId)
+ || (objectGroup.RootPart.CreatorData.ToString() != item.CreatorData))
+ {
+ item.CreatorId = UUID.Zero.ToString();
+ item.CreatorData = string.Empty;
+ break;
+ }
+ }
}
else
{
- item.CreatorId = objlist[0].RootPart.CreatorID.ToString();
- item.CreatorData = objlist[0].RootPart.CreatorData;
item.SaleType = objlist[0].RootPart.ObjectSaleType;
item.SalePrice = objlist[0].RootPart.SalePrice;
}
--
cgit v1.1
From 88f01a41305364e0d505964c6743d95d1564530b Mon Sep 17 00:00:00 2001
From: Oren Hurvitz
Date: Thu, 7 Nov 2013 17:25:39 +0200
Subject: When creating a coalesced object, set its permissions to the
lowest-common-denominator of all the sub-objects
---
.../InventoryAccess/InventoryAccessModule.cs | 23 +++++++++++++++-------
1 file changed, 16 insertions(+), 7 deletions(-)
diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
index af95577..781cc69 100644
--- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
@@ -502,8 +502,17 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
IClientAPI remoteClient)
{
uint effectivePerms = (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify | PermissionMask.Move | PermissionMask.Export) | 7;
+ uint allObjectsNextOwnerPerms = 0x7fffffff;
+ uint allObjectsEveryOnePerms = 0x7fffffff;
+ uint allObjectsGroupPerms = 0x7fffffff;
+
foreach (SceneObjectGroup grp in objsForEffectivePermissions)
+ {
effectivePerms &= grp.GetEffectivePermissions();
+ allObjectsNextOwnerPerms &= grp.RootPart.NextOwnerMask;
+ allObjectsEveryOnePerms &= grp.RootPart.EveryoneMask;
+ allObjectsGroupPerms &= grp.RootPart.GroupMask;
+ }
effectivePerms |= (uint)PermissionMask.Move;
//PermissionsUtil.LogPermissions(item.Name, "Before AddPermissions", item.BasePermissions, item.CurrentPermissions, item.NextPermissions);
@@ -513,11 +522,11 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
uint perms = effectivePerms;
PermissionsUtil.ApplyFoldedPermissions(effectivePerms, ref perms);
- item.BasePermissions = perms & so.RootPart.NextOwnerMask;
+ item.BasePermissions = perms & allObjectsNextOwnerPerms;
item.CurrentPermissions = item.BasePermissions;
- item.NextPermissions = perms & so.RootPart.NextOwnerMask;
- item.EveryOnePermissions = so.RootPart.EveryoneMask & so.RootPart.NextOwnerMask;
- item.GroupPermissions = so.RootPart.GroupMask & so.RootPart.NextOwnerMask;
+ item.NextPermissions = perms & allObjectsNextOwnerPerms;
+ item.EveryOnePermissions = allObjectsEveryOnePerms & allObjectsNextOwnerPerms;
+ item.GroupPermissions = allObjectsGroupPerms & allObjectsNextOwnerPerms;
// apply next owner perms on rez
item.CurrentPermissions |= SceneObjectGroup.SLAM;
@@ -526,9 +535,9 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
{
item.BasePermissions = effectivePerms;
item.CurrentPermissions = effectivePerms;
- item.NextPermissions = so.RootPart.NextOwnerMask & effectivePerms;
- item.EveryOnePermissions = so.RootPart.EveryoneMask & effectivePerms;
- item.GroupPermissions = so.RootPart.GroupMask & effectivePerms;
+ item.NextPermissions = allObjectsNextOwnerPerms & effectivePerms;
+ item.EveryOnePermissions = allObjectsEveryOnePerms & effectivePerms;
+ item.GroupPermissions = allObjectsGroupPerms & effectivePerms;
item.CurrentPermissions &=
((uint)PermissionMask.Copy |
--
cgit v1.1