From aaa4cb64a4739c15ce392dcd2f80b1485e96d3b9 Mon Sep 17 00:00:00 2001 From: Melanie Date: Mon, 27 Sep 2010 00:34:30 +0100 Subject: if you can't edit a prim's inventory, you don't need to see the asset ids. Prevents stealing IDs of animations, sounds and textures from prim inventories. Prevents copybot from gathering the wearable UUIDs needed for pirating things from vendors. --- .../Region/Framework/Scenes/SceneObjectPartInventory.cs | 14 +++++++++++--- 1 file changed, 11 insertions(+), 3 deletions(-) (limited to 'OpenSim') diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs index 210f5cd..02d3991 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs @@ -811,8 +811,13 @@ namespace OpenSim.Region.Framework.Scenes // isn't available (such as drag from prim inventory to agent inventory) InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero); - List items = GetInventoryItems(); - foreach (TaskInventoryItem item in items) + bool includeAssets = false; + if (m_part.ParentGroup.Scene.Permissions.CanEditObjectInventory(m_part.UUID, client.AgentId)) + includeAssets = true; + + m_items.LockItemsForRead(true); + + foreach (TaskInventoryItem item in m_items.Values) { UUID ownerID = item.OwnerID; uint everyoneMask = 0; @@ -840,7 +845,10 @@ namespace OpenSim.Region.Framework.Scenes invString.AddNameValueLine("group_id", item.GroupID.ToString()); invString.AddSectionEnd(); - invString.AddNameValueLine("asset_id", item.AssetID.ToString()); + if (includeAssets) + invString.AddNameValueLine("asset_id", item.AssetID.ToString()); + else + invString.AddNameValueLine("asset_id", UUID.Zero.ToString()); invString.AddNameValueLine("type", TaskInventoryItem.Types[item.Type]); invString.AddNameValueLine("inv_type", TaskInventoryItem.InvTypes[item.InvType]); invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags)); -- cgit v1.1