From 0155d42b80ee7b35d0a882052d8cf4976e7d15de Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Wed, 8 Jan 2014 00:54:39 +0000 Subject: If an agent is sitting, then do send the rotation in the agent update instead of zeroing it to resolve mouselook camera problems Addresses http://opensimulator.org/mantis/view.php?id=6892 Thanks to tglion for this spot. This resolves a recent regression from 17b32b764acd815400d9eb903aaec6dcebd60ac7 --- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 2 ++ 1 file changed, 2 insertions(+) (limited to 'OpenSim/Region/Framework') diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 7ed3a4b..49f70c4 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -1640,6 +1640,8 @@ namespace OpenSim.Region.Framework.Scenes ControllingClient.SendAgentTerseUpdate(this); PhysicsActor actor = PhysicsActor; + + // This will be the case if the agent is sitting on the groudn or on an object. if (actor == null) { SendControlsToScripts(flagsForScripts); -- cgit v1.1 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 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 --- OpenSim/Region/Framework/Scenes/Scene.Inventory.cs | 17 ++++++++++------- .../Region/Framework/Scenes/SceneObjectPartInventory.cs | 11 ++++------- 2 files changed, 14 insertions(+), 14 deletions(-) (limited to 'OpenSim/Region/Framework') 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 da47bcae3ec625e7cb8dc1947d1aa39ba7b8ac0f Mon Sep 17 00:00:00 2001 From: Oren Hurvitz Date: Mon, 16 Sep 2013 09:42:14 +0300 Subject: When moving the root prim of an attachment: a) Change the attach position; b) Move the other prims in the reverse direction to compensate --- OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) (limited to 'OpenSim/Region/Framework') diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index 23507f4..e31270c 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs @@ -3043,13 +3043,10 @@ namespace OpenSim.Region.Framework.Scenes Vector3 oldPos; - // FIXME: This improves the situation where editing just the root prim of an attached object would send - // all the other parts to oblivion after detach/reattach. However, a problem remains since the root prim - // still ends up in the wrong position on reattach. if (IsAttachment) - oldPos = RootPart.OffsetPosition; + oldPos = m_rootPart.AttachedPos + m_rootPart.OffsetPosition; // OffsetPosition should always be 0 in an attachments's root prim else - oldPos = AbsolutePosition + RootPart.OffsetPosition; + oldPos = AbsolutePosition + m_rootPart.OffsetPosition; Vector3 diff = oldPos - newPos; Quaternion partRotation = m_rootPart.RotationOffset; @@ -3064,6 +3061,9 @@ namespace OpenSim.Region.Framework.Scenes } AbsolutePosition = newPos; + + if (IsAttachment) + m_rootPart.AttachedPos = newPos; HasGroupChanged = true; ScheduleGroupForTerseUpdate(); -- cgit v1.1