From 9b83e53b28fe42220a602f37ee8976eeee63302b Mon Sep 17 00:00:00 2001 From: Melanie Date: Sun, 31 Mar 2013 21:59:44 +0100 Subject: Export permission, part two. Setting export perms for textures and clothing works. Setting perms for prims also works but they don't propagate correctly yet. NOT FOR PRODUCTIN USE. Your database will need to be updated before you can use this! --- OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 29 ++++++++++++++++------ 1 file changed, 22 insertions(+), 7 deletions(-) (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 847df03..ec9e87e 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs @@ -424,8 +424,8 @@ namespace OpenSim.Region.Framework.Scenes private uint _category; private Int32 _creationDate; private uint _parentID = 0; - private uint _baseMask = (uint)PermissionMask.All; - private uint _ownerMask = (uint)PermissionMask.All; + private uint _baseMask = (uint)(PermissionMask.All | PermissionMask.Export); + private uint _ownerMask = (uint)(PermissionMask.All | PermissionMask.Export); private uint _groupMask = (uint)PermissionMask.None; private uint _everyoneMask = (uint)PermissionMask.None; private uint _nextOwnerMask = (uint)PermissionMask.All; @@ -3876,10 +3876,10 @@ namespace OpenSim.Region.Framework.Scenes public void TrimPermissions() { - BaseMask &= (uint)PermissionMask.All; - OwnerMask &= (uint)PermissionMask.All; + BaseMask &= (uint)(PermissionMask.All | PermissionMask.Export); + OwnerMask &= (uint)(PermissionMask.All | PermissionMask.Export); GroupMask &= (uint)PermissionMask.All; - EveryoneMask &= (uint)PermissionMask.All; + EveryoneMask &= (uint)(PermissionMask.All | PermissionMask.Export); NextOwnerMask &= (uint)PermissionMask.All; } @@ -3982,10 +3982,22 @@ namespace OpenSim.Region.Framework.Scenes baseMask; break; case 8: + // Trying to set export permissions - extra checks + if (set && (mask & (uint)PermissionMask.Export) != 0) + { + if ((OwnerMask & (uint)PermissionMask.Export) == 0 || (BaseMask & (uint)PermissionMask.Export) == 0 || (NextOwnerMask & (uint)PermissionMask.All) != (uint)PermissionMask.All) + mask &= ~(uint)PermissionMask.Export; + } EveryoneMask = ApplyMask(EveryoneMask, set, mask) & baseMask; break; case 16: + // Force full perm if export + if ((EveryoneMask & (uint)PermissionMask.Export) != 0) + { + NextOwnerMask = (uint)PermissionMask.All; + break; + } NextOwnerMask = ApplyMask(NextOwnerMask, set, mask) & baseMask; // Prevent the client from creating no mod, no copy @@ -4743,9 +4755,12 @@ namespace OpenSim.Region.Framework.Scenes public void ApplyNextOwnerPermissions() { - BaseMask &= NextOwnerMask; + // Export needs to be preserved in the base and everyone + // mask, but removed in the owner mask as a next owner + // can never change the export status + BaseMask &= NextOwnerMask | (uint)PermissionMask.Export; OwnerMask &= NextOwnerMask; - EveryoneMask &= NextOwnerMask; + EveryoneMask &= NextOwnerMask | (uint)PermissionMask.Export; Inventory.ApplyNextOwnerPermissions(); } -- cgit v1.1