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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.)
This commit is contained in:
committed by
Justin Clark-Casey (justincc)
parent
0155d42b80
commit
13f31fdf85
@@ -109,6 +109,9 @@ namespace OpenSim.Region.Framework.Scenes
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STATUS_ROTATE_Z = 0x008,
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}
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// This flag has the same purpose as InventoryItemFlags.ObjectSlamPerm
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public static readonly uint SLAM = 16;
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// private PrimCountTaintedDelegate handlerPrimCountTainted = null;
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/// <summary>
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@@ -4800,6 +4800,64 @@ namespace OpenSim.Region.Framework.Scenes
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{
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ParentGroup.AddScriptLPS(count);
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}
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/// <summary>
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/// Sets a prim's owner and permissions when it's rezzed.
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/// </summary>
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/// <param name="item">The inventory item from which the item was rezzed</param>
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/// <param name="userInventory">True: the item is being rezzed from the user's inventory. False: from a prim's inventory.</param>
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/// <param name="scene">The scene the prim is being rezzed into</param>
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public void ApplyPermissionsOnRez(InventoryItemBase item, bool userInventory, Scene scene)
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{
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if ((OwnerID != item.Owner) || ((item.CurrentPermissions & SceneObjectGroup.SLAM) != 0) || ((item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0))
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{
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if (scene.Permissions.PropagatePermissions())
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{
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if ((item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0)
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{
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// Apply the item's permissions to the object
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//LogPermissions("Before applying item permissions");
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if (userInventory)
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{
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EveryoneMask = item.EveryOnePermissions;
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NextOwnerMask = item.NextPermissions;
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}
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else
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{
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if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0)
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EveryoneMask = item.EveryOnePermissions;
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if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0)
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NextOwnerMask = item.NextPermissions;
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if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteGroup) != 0)
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GroupMask = item.GroupPermissions;
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}
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//LogPermissions("After applying item permissions");
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}
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}
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GroupMask = 0; // DO NOT propagate here
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}
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if (OwnerID != item.Owner)
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{
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//LogPermissions("Before ApplyNextOwnerPermissions");
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ApplyNextOwnerPermissions();
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//LogPermissions("After ApplyNextOwnerPermissions");
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LastOwnerID = OwnerID;
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OwnerID = item.Owner;
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Inventory.ChangeInventoryOwner(item.Owner);
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}
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}
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/// <summary>
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/// Logs the prim's permissions. Useful when debugging permission problems.
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/// </summary>
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/// <param name="message"></param>
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private void LogPermissions(String message)
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{
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PermissionsUtil.LogPermissions(Name, message, BaseMask, OwnerMask, NextOwnerMask);
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}
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public void ApplyNextOwnerPermissions()
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{
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@@ -764,48 +764,27 @@ namespace OpenSim.Region.Framework.Scenes
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// Since renaming the item in the inventory does not affect the name stored
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// in the serialization, transfer the correct name from the inventory to the
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// object itself before we rez.
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rootPart.Name = item.Name;
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rootPart.Description = item.Description;
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SceneObjectPart[] partList = group.Parts;
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// Only do these for the first object if we are rezzing a coalescence.
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if (i == 0)
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{
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rootPart.Name = item.Name;
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rootPart.Description = item.Description;
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}
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group.SetGroup(m_part.GroupID, null);
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// TODO: Remove magic number badness
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if ((rootPart.OwnerID != item.OwnerID) || (item.CurrentPermissions & 16) != 0 || (item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0) // Magic number
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foreach (SceneObjectPart part in group.Parts)
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{
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if (m_part.ParentGroup.Scene.Permissions.PropagatePermissions())
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{
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foreach (SceneObjectPart part in partList)
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{
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if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0)
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part.EveryoneMask = item.EveryonePermissions;
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if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0)
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part.NextOwnerMask = item.NextPermissions;
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if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteGroup) != 0)
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part.GroupMask = item.GroupPermissions;
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}
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// Convert between InventoryItem classes. You can never have too many similar but slightly different classes :)
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InventoryItemBase dest = new InventoryItemBase(item.ItemID, item.OwnerID);
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dest.BasePermissions = item.BasePermissions;
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dest.CurrentPermissions = item.CurrentPermissions;
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dest.EveryOnePermissions = item.EveryonePermissions;
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dest.GroupPermissions = item.GroupPermissions;
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dest.NextPermissions = item.NextPermissions;
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dest.Flags = item.Flags;
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group.ApplyNextOwnerPermissions();
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}
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}
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foreach (SceneObjectPart part in partList)
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{
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// TODO: Remove magic number badness
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if ((part.OwnerID != item.OwnerID) || (item.CurrentPermissions & 16) != 0 || (item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0) // Magic number
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{
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part.LastOwnerID = part.OwnerID;
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part.OwnerID = item.OwnerID;
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part.Inventory.ChangeInventoryOwner(item.OwnerID);
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}
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if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0)
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part.EveryoneMask = item.EveryonePermissions;
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if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0)
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part.NextOwnerMask = item.NextPermissions;
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if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteGroup) != 0)
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part.GroupMask = item.GroupPermissions;
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part.ApplyPermissionsOnRez(dest, false, m_part.ParentGroup.Scene);
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}
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rootPart.TrimPermissions();
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@@ -1130,25 +1109,6 @@ namespace OpenSim.Region.Framework.Scenes
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mask &= ~((uint)PermissionMask.Transfer >> 13);
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if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
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mask &= ~((uint)PermissionMask.Modify >> 13);
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if (item.InvType != (int)InventoryType.Object)
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{
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if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
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mask &= ~((uint)PermissionMask.Copy >> 13);
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if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
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mask &= ~((uint)PermissionMask.Transfer >> 13);
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if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
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mask &= ~((uint)PermissionMask.Modify >> 13);
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}
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else
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{
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if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
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mask &= ~((uint)PermissionMask.Copy >> 13);
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if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
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mask &= ~((uint)PermissionMask.Transfer >> 13);
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if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
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mask &= ~((uint)PermissionMask.Modify >> 13);
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}
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if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
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mask &= ~(uint)PermissionMask.Copy;
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