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recover PermissionsUtil.ApplyFoldedPermissions (well my version). its use easys code readability
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@@ -573,7 +573,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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InventoryItemBase item, SceneObjectGroup so, List<SceneObjectGroup> objsForEffectivePermissions,
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IClientAPI remoteClient)
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{
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uint effectivePerms = (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify | PermissionMask.Move | PermissionMask.Export) | 7;
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uint effectivePerms = (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify | PermissionMask.Move | PermissionMask.Export | PermissionMask.FoldedMask);
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// For the porposes of inventory, an object is modify if the prims
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// are modify. This allows renaming an object that contains no
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@@ -586,19 +586,16 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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effectivePerms &= groupPerms;
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}
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effectivePerms |= (uint)PermissionMask.Move;
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if (remoteClient != null && (remoteClient.AgentId != so.RootPart.OwnerID) && m_Scene.Permissions.PropagatePermissions())
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{
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if ((effectivePerms & (uint)PermissionMask.FoldedCopy) == 0)
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effectivePerms &= ~(uint)PermissionMask.Copy;
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if ((effectivePerms & (uint)PermissionMask.FoldedTransfer) == 0)
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effectivePerms &= ~(uint)PermissionMask.Transfer;
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if ((effectivePerms & (uint)PermissionMask.FoldedExport) == 0)
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effectivePerms &= ~(uint)PermissionMask.Export;
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PermissionsUtil.ApplyNoModFoldedPermissions(effectivePerms, ref effectivePerms);
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uint basePerms = effectivePerms & so.RootPart.NextOwnerMask;
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// rebuild folded perms since we don't have then on inworld objects
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// possible existent ones where already unfolded
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if((basePerms & (uint)PermissionMask.Copy) == 0)
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basePerms |= (uint)PermissionMask.Transfer;
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