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leave stupid broken permissions alone
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@@ -433,7 +433,7 @@ namespace OpenSim.Region.Framework.Scenes
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// m_log.DebugFormat("[XXX]: B: {0} O: {1} E: {2}", itemUpd.BasePermissions, itemUpd.CurrentPermissions, itemUpd.EveryOnePermissions);
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const uint permALLandExport = (uint)(PermissionMask.All | PermissionMask.Export);
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// If the user is not the creator or doesn't have "E" in both "B" and "O", deny setting export
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if (item.CreatorIdAsUuid != item.Owner ||
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if (item.CreatorIdAsUuid != item.Owner &&
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((item.BasePermissions & permALLandExport) != permALLandExport ||
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(item.CurrentPermissions & (uint)PermissionMask.Export) == 0))
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denyExportChange = true;
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@@ -451,12 +451,10 @@ namespace OpenSim.Region.Framework.Scenes
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{
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itemUpd.NextPermissions = (uint)(PermissionMask.All);
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itemUpd.EveryOnePermissions |= (uint)PermissionMask.Export;
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sendUpdate = true;
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}
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else
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{
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itemUpd.EveryOnePermissions &= ~(uint)PermissionMask.Export;
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sendUpdate = true;
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}
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}
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else
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@@ -466,7 +464,6 @@ namespace OpenSim.Region.Framework.Scenes
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{
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// m_log.DebugFormat("[XXX]: Force full perm");
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itemUpd.NextPermissions = (uint)(PermissionMask.All);
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sendUpdate = true;
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}
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}
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@@ -258,8 +258,7 @@ namespace OpenSim.Region.Framework.Scenes
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uint perms=(uint)(PermissionMask.Modify |
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PermissionMask.Copy |
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PermissionMask.Move |
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PermissionMask.Transfer |
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PermissionMask.Export ) | 7;
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PermissionMask.Transfer) | 7;
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uint ownerMask = 0x7fffffff;
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@@ -282,8 +281,6 @@ namespace OpenSim.Region.Framework.Scenes
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perms &= ~(uint)PermissionMask.Copy;
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if ((ownerMask & (uint)PermissionMask.Transfer) == 0)
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perms &= ~(uint)PermissionMask.Transfer;
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if ((ownerMask & (uint)PermissionMask.Export) == 0)
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perms &= ~(uint)PermissionMask.Export;
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// If root prim permissions are applied here, this would screw
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// with in-inventory manipulation of the next owner perms
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