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/Region/Framework/Scenes/SceneObjectPart.cs | 58 ++++++++++++++++++++++ 1 file changed, 58 insertions(+) (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectPart.cs') 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() { -- cgit v1.1