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move deep effective permissions aggregation to first time use and not on changes. There flag it is need with InvalidateDeepEffectivePerms(). Add config options PropagateGroupShareOutwards and PropagateAnyOneOutwards
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@@ -254,13 +254,26 @@ namespace OpenSim.Region.Framework.Scenes
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// new test code, to place in better place later
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private object m_PermissionsLock = new object();
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private bool m_EffectivePermsInvalid = true;
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private bool m_DeepEffectivePermsInvalid = true;
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// should called when parts chanced by their contents did not, so we know their cacche is valid
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// in case of doubt call InvalidateDeepEffectivePerms(), it only costs a bit more cpu time
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public void InvalidateEffectivePerms()
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{
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lock(m_PermissionsLock)
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m_EffectivePermsInvalid = true;
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}
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// should called when parts chanced and their contents where accounted for
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public void InvalidateDeepEffectivePerms()
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{
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lock(m_PermissionsLock)
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{
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m_DeepEffectivePermsInvalid = true;
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m_EffectivePermsInvalid = true;
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}
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}
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private uint m_EffectiveEveryOnePerms;
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public uint EffectiveEveryOnePerms
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{
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@@ -317,79 +330,6 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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// aggregates perms scanning parts and their contents
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// AggregatePerms does same using cached parts content perms
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public void AggregateDeepPerms()
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{
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lock(m_PermissionsLock)
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{
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// aux
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const uint allmask = (uint)PermissionMask.AllEffective;
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const uint movemodmask = (uint)(PermissionMask.Move | PermissionMask.Modify);
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const uint copytransfermask = (uint)(PermissionMask.Copy | PermissionMask.Transfer);
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uint basePerms = (RootPart.BaseMask & allmask) | (uint)PermissionMask.Move;
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bool noBaseTransfer = (basePerms & (uint)PermissionMask.Transfer) == 0;
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uint rootOwnerPerms = RootPart.OwnerMask;
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uint owner = rootOwnerPerms;
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uint rootGroupPerms = RootPart.GroupMask;
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uint group = rootGroupPerms;
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uint rootEveryonePerms = RootPart.EveryoneMask;
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uint everyone = rootEveryonePerms;
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// date is time of writing april 30th 2017
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bool newObject = (RootPart.CreationDate == 0 || RootPart.CreationDate > 1493574994);
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SceneObjectPart[] parts = m_parts.GetArray();
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for (int i = 0; i < parts.Length; i++)
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{
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SceneObjectPart part = parts[i];
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part.AggregateInnerPerms();
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owner &= part.AggregatedInnerOwnerPerms;
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group &= part.AggregatedInnerGroupPerms;
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if(newObject)
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everyone &= part.AggregatedInnerEveryonePerms;
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}
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// recover modify and move
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rootOwnerPerms &= movemodmask;
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owner |= rootOwnerPerms;
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if((owner & copytransfermask) == 0)
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owner |= (uint)PermissionMask.Transfer;
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owner &= basePerms;
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m_EffectiveOwnerPerms = owner;
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uint ownertransfermask = owner & (uint)PermissionMask.Transfer;
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// recover modify and move
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rootGroupPerms &= movemodmask;
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group |= rootGroupPerms;
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if(noBaseTransfer)
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group &=~(uint)PermissionMask.Copy;
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else
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group |= ownertransfermask;
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uint groupOrEveryone = group;
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m_EffectiveGroupPerms = group & owner;
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// recover move
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rootEveryonePerms &= (uint)PermissionMask.Move;
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everyone |= rootEveryonePerms;
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everyone &= ~(uint)PermissionMask.Modify;
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if(noBaseTransfer)
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everyone &=~(uint)PermissionMask.Copy;
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else
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everyone |= ownertransfermask;
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groupOrEveryone |= everyone;
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m_EffectiveEveryOnePerms = everyone & owner;
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m_EffectiveGroupOrEveryOnePerms = groupOrEveryone & owner;
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m_EffectivePermsInvalid = false;
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}
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}
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// aggregates perms scanning parts, assuming their contents was already aggregated and cached
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// ie is AggregateDeepPerms without the part.AggregateInnerPerms() call on parts loop
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public void AggregatePerms()
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{
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lock(m_PermissionsLock)
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@@ -410,15 +350,22 @@ namespace OpenSim.Region.Framework.Scenes
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uint everyone = rootEveryonePerms;
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bool needUpdate = false;
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bool propGroupOut = Scene.PropagateGroupShareOutwards;
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// date is time of writing april 30th 2017
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bool newObject = (RootPart.CreationDate == 0 || RootPart.CreationDate > 1493574994);
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bool propAnyOut = Scene.PropagateAnyOneOutwards & (RootPart.CreationDate == 0 || RootPart.CreationDate > 1493574994);
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SceneObjectPart[] parts = m_parts.GetArray();
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for (int i = 0; i < parts.Length; i++)
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{
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SceneObjectPart part = parts[i];
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if(m_DeepEffectivePermsInvalid)
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part.AggregateInnerPerms();
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owner &= part.AggregatedInnerOwnerPerms;
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group &= part.AggregatedInnerGroupPerms;
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if(newObject)
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if(propGroupOut)
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group &= part.AggregatedInnerGroupPerms;
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if(propAnyOut)
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everyone &= part.AggregatedInnerEveryonePerms;
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}
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// recover modify and move
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@@ -477,6 +424,7 @@ namespace OpenSim.Region.Framework.Scenes
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m_EffectiveGroupOrEveryOnePerms = tmpPerms;
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}
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m_DeepEffectivePermsInvalid = false;
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m_EffectivePermsInvalid = false;
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if(needUpdate)
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