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.) --- .../Region/Framework/Scenes/SceneObjectGroup.cs | 3 + OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 58 +++++++++++++++++ .../Framework/Scenes/SceneObjectPartInventory.cs | 74 +++++----------------- 3 files changed, 78 insertions(+), 57 deletions(-) (limited to 'OpenSim/Region/Framework') 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