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:
Oren Hurvitz
2013-11-04 19:28:24 +02:00
committed by Justin Clark-Casey (justincc)
parent 0155d42b80
commit 13f31fdf85
5 changed files with 159 additions and 93 deletions

View File

@@ -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;
/// <summary>

View File

@@ -4800,6 +4800,64 @@ namespace OpenSim.Region.Framework.Scenes
{
ParentGroup.AddScriptLPS(count);
}
/// <summary>
/// Sets a prim's owner and permissions when it's rezzed.
/// </summary>
/// <param name="item">The inventory item from which the item was rezzed</param>
/// <param name="userInventory">True: the item is being rezzed from the user's inventory. False: from a prim's inventory.</param>
/// <param name="scene">The scene the prim is being rezzed into</param>
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);
}
}
/// <summary>
/// Logs the prim's permissions. Useful when debugging permission problems.
/// </summary>
/// <param name="message"></param>
private void LogPermissions(String message)
{
PermissionsUtil.LogPermissions(Name, message, BaseMask, OwnerMask, NextOwnerMask);
}
public void ApplyNextOwnerPermissions()
{

View File

@@ -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;
// Only do these for the first object if we are rezzing a coalescence.
if (i == 0)
{
rootPart.Name = item.Name;
rootPart.Description = item.Description;
}
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
foreach (SceneObjectPart part in group.Parts)
{
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;
}
// 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;
group.ApplyNextOwnerPermissions();
}
}
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);
}
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;
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;