From ddca5347c31aa9547395ec918b5b5dcd2e498be7 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 10 Feb 2012 02:13:15 +0000 Subject: When an asset is uploaded (e.g. a mesh) set individual copy/move/transfer permissions, not PermissionMask.All Setting PermissionMask.All will cause next permissions to replace current permissions when the object is rezzed, since bit 4 will be set. This is not correct behaviour for a freshly uploaded mesh. Freshly rezzed in-world prims also do not have bit 4 set (don't yet know exactly what this is). Should resolve http://opensimulator.org/mantis/view.php?id=5651 --- .../Linden/Caps/BunchOfCaps/BunchOfCaps.cs | 9 +++++++-- .../Caps/NewFileAgentInventoryVariablePriceModule.cs | 10 ++++++---- .../Linden/Caps/ObjectCaps/UploadObjectAssetModule.cs | 2 +- .../InventoryAccess/InventoryAccessModule.cs | 19 +++++++++++++++---- OpenSim/Region/Framework/Scenes/Scene.Inventory.cs | 9 +++++++++ .../Framework/Scenes/SceneObjectGroup.Inventory.cs | 2 ++ 6 files changed, 40 insertions(+), 11 deletions(-) diff --git a/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs b/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs index cf0c28b..be699db 100644 --- a/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs +++ b/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs @@ -422,7 +422,7 @@ namespace OpenSim.Region.ClientStack.Linden string assetType) { m_log.DebugFormat( - "Uploaded asset {0} for inventory item {1}, inv type {2}, asset type {3}", + "[BUNCH OF CAPS]: Uploaded asset {0} for inventory item {1}, inv type {2}, asset type {3}", assetID, inventoryItem, inventoryType, assetType); sbyte assType = 0; @@ -625,7 +625,12 @@ namespace OpenSim.Region.ClientStack.Linden item.AssetType = assType; item.InvType = inType; item.Folder = parentFolder; - item.CurrentPermissions = (uint)PermissionMask.All; + + // If we set PermissionMask.All then when we rez the item the next permissions will replace the current + // (owner) permissions. This becomes a problem if next permissions are changed. + item.CurrentPermissions + = (uint)(PermissionMask.Move | PermissionMask.Copy | PermissionMask.Modify | PermissionMask.Transfer); + item.BasePermissions = (uint)PermissionMask.All; item.EveryOnePermissions = 0; item.NextPermissions = (uint)PermissionMask.All; diff --git a/OpenSim/Region/ClientStack/Linden/Caps/NewFileAgentInventoryVariablePriceModule.cs b/OpenSim/Region/ClientStack/Linden/Caps/NewFileAgentInventoryVariablePriceModule.cs index aed03b3..1117f2a 100644 --- a/OpenSim/Region/ClientStack/Linden/Caps/NewFileAgentInventoryVariablePriceModule.cs +++ b/OpenSim/Region/ClientStack/Linden/Caps/NewFileAgentInventoryVariablePriceModule.cs @@ -50,8 +50,7 @@ namespace OpenSim.Region.ClientStack.Linden [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule")] public class NewFileAgentInventoryVariablePriceModule : INonSharedRegionModule { -// private static readonly ILog m_log = -// LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); +// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); private Scene m_scene; // private IAssetService m_assetService; @@ -210,6 +209,9 @@ namespace OpenSim.Region.ClientStack.Linden UUID inventoryItem, UUID parentFolder, byte[] data, string inventoryType, string assetType,UUID AgentID) { +// m_log.DebugFormat( +// "[NEW FILE AGENT INVENTORY VARIABLE PRICE MODULE]: Upload complete for {0}", inventoryItem); + sbyte assType = 0; sbyte inType = 0; @@ -259,13 +261,13 @@ namespace OpenSim.Region.ClientStack.Linden item.AssetType = assType; item.InvType = inType; item.Folder = parentFolder; - item.CurrentPermissions = (uint)PermissionMask.All; + item.CurrentPermissions + = (uint)(PermissionMask.Move | PermissionMask.Copy | PermissionMask.Modify | PermissionMask.Transfer); item.BasePermissions = (uint)PermissionMask.All; item.EveryOnePermissions = 0; item.NextPermissions = (uint)PermissionMask.All; item.CreationDate = Util.UnixTimeSinceEpoch(); m_scene.AddInventoryItem(item); - } } } diff --git a/OpenSim/Region/ClientStack/Linden/Caps/ObjectCaps/UploadObjectAssetModule.cs b/OpenSim/Region/ClientStack/Linden/Caps/ObjectCaps/UploadObjectAssetModule.cs index e4bacd4..7a3d97e 100644 --- a/OpenSim/Region/ClientStack/Linden/Caps/ObjectCaps/UploadObjectAssetModule.cs +++ b/OpenSim/Region/ClientStack/Linden/Caps/ObjectCaps/UploadObjectAssetModule.cs @@ -339,7 +339,7 @@ namespace OpenSim.Region.ClientStack.Linden m_scene.AddSceneObject(grp); grp.AbsolutePosition = obj.Position; } - + allparts[i] = grp; } diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs index 54b422b..8b5b1a7 100644 --- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs +++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs @@ -789,6 +789,12 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess { group = objlist[i]; +// m_log.DebugFormat( +// "[InventoryAccessModule]: Preparing to rez {0} {1} {2} ownermask={3:X} nextownermask={4:X} groupmask={5:X} everyonemask={6:X} for {7}", +// group.Name, group.LocalId, group.UUID, +// group.RootPart.OwnerMask, group.RootPart.NextOwnerMask, group.RootPart.GroupMask, group.RootPart.EveryoneMask, +// remoteClient.Name); + // Vector3 storedPosition = group.AbsolutePosition; if (group.UUID == UUID.Zero) { @@ -854,9 +860,11 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess rootPart.ScheduleFullUpdate(); } -// m_log.DebugFormat( -// "[InventoryAccessModule]: Rezzed {0} {1} {2} for {3}", -// group.Name, group.LocalId, group.UUID, remoteClient.Name); +// m_log.DebugFormat( +// "[InventoryAccessModule]: Rezzed {0} {1} {2} ownermask={3:X} nextownermask={4:X} groupmask={5:X} everyonemask={6:X} for {7}", +// group.Name, group.LocalId, group.UUID, +// group.RootPart.OwnerMask, group.RootPart.NextOwnerMask, group.RootPart.GroupMask, group.RootPart.EveryoneMask, +// remoteClient.Name); } if (item != null) @@ -937,7 +945,10 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess } rootPart.FromFolderID = item.Folder; - + +// Console.WriteLine("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) { diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs index af01624..5a5307c 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs @@ -347,6 +347,12 @@ namespace OpenSim.Region.Framework.Scenes { item.Name = itemUpd.Name; item.Description = itemUpd.Description; + +// m_log.DebugFormat( +// "[USER INVENTORY]: itemUpd {0} {1} {2} {3}, item {4} {5} {6} {7}", +// itemUpd.NextPermissions, itemUpd.GroupPermissions, itemUpd.EveryOnePermissions, item.Flags, +// item.NextPermissions, item.GroupPermissions, item.EveryOnePermissions, item.CurrentPermissions); + if (item.NextPermissions != (itemUpd.NextPermissions & item.BasePermissions)) item.Flags |= (uint)InventoryItemFlags.ObjectOverwriteNextOwner; item.NextPermissions = itemUpd.NextPermissions & item.BasePermissions; @@ -355,6 +361,9 @@ namespace OpenSim.Region.Framework.Scenes item.EveryOnePermissions = itemUpd.EveryOnePermissions & item.BasePermissions; if (item.GroupPermissions != (itemUpd.GroupPermissions & item.BasePermissions)) item.Flags |= (uint)InventoryItemFlags.ObjectOverwriteGroup; + +// m_log.DebugFormat("[USER INVENTORY]: item.Flags {0}", item.Flags); + item.GroupPermissions = itemUpd.GroupPermissions & item.BasePermissions; item.GroupID = itemUpd.GroupID; item.GroupOwned = itemUpd.GroupOwned; diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs index f173c95..a73d9b6 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs @@ -265,6 +265,8 @@ namespace OpenSim.Region.Framework.Scenes public void ApplyNextOwnerPermissions() { +// m_log.DebugFormat("[PRIM INVENTORY]: Applying next owner permissions to {0} {1}", Name, UUID); + SceneObjectPart[] parts = m_parts.GetArray(); for (int i = 0; i < parts.Length; i++) parts[i].ApplyNextOwnerPermissions(); -- cgit v1.1