First part of changing prim's permission flags to use the correct enum (libsl PermissionMask)

This commit is contained in:
MW
2008-01-16 17:31:07 +00:00
parent 771ed747e5
commit 795a339af5
3 changed files with 53 additions and 59 deletions

View File

@@ -44,12 +44,12 @@ namespace OpenSim.Region.Environment.Scenes
{
public partial class SceneObjectPart : IScriptHost
{
private const LLObject.ObjectFlags OBJFULL_MASK_GENERAL =
LLObject.ObjectFlags.ObjectCopy | LLObject.ObjectFlags.ObjectModify | LLObject.ObjectFlags.ObjectTransfer;
private const PermissionMask OBJFULL_MASK_GENERAL =
PermissionMask.Copy | PermissionMask.Modify | PermissionMask.Transfer | PermissionMask.Move;
private const LLObject.ObjectFlags OBJFULL_MASK_OWNER =
LLObject.ObjectFlags.ObjectCopy | LLObject.ObjectFlags.ObjectModify | LLObject.ObjectFlags.ObjectOwnerModify |
LLObject.ObjectFlags.ObjectTransfer | LLObject.ObjectFlags.ObjectYouOwner;
private const PermissionMask OBJFULL_MASK_OWNER =
PermissionMask.Copy | PermissionMask.Modify |
PermissionMask.Transfer;
private const uint OBJNEXT_OWNER = 2147483647;
@@ -76,10 +76,10 @@ namespace OpenSim.Region.Environment.Scenes
//
// Main grid has default permissions as follows
//
public uint OwnerMask = FULL_MASK_PERMISSIONS_OWNER;
public uint OwnerMask =(uint) PermissionMask.All;
public uint NextOwnerMask = OBJNEXT_OWNER;
public uint GroupMask = (uint) LLObject.ObjectFlags.None;
public uint EveryoneMask = (uint) LLObject.ObjectFlags.None;
public uint GroupMask = (uint) PermissionMask.None;
public uint EveryoneMask = (uint)PermissionMask.None;
public uint BaseMask = FULL_MASK_PERMISSIONS_OWNER;
protected byte[] m_particleSystem = new byte[0];
@@ -697,21 +697,7 @@ namespace OpenSim.Region.Environment.Scenes
public void ApplySanePermissions()
{
// These are some flags that The OwnerMask should never have
OwnerMask &= ~(uint) LLObject.ObjectFlags.ObjectGroupOwned;
OwnerMask &= ~(uint) LLObject.ObjectFlags.Physics;
OwnerMask &= ~(uint) LLObject.ObjectFlags.Phantom;
OwnerMask &= ~(uint) LLObject.ObjectFlags.Scripted;
OwnerMask &= ~(uint) LLObject.ObjectFlags.Touch;
OwnerMask &= ~(uint) LLObject.ObjectFlags.Temporary;
OwnerMask &= ~(uint) LLObject.ObjectFlags.TemporaryOnRez;
OwnerMask &= ~(uint) LLObject.ObjectFlags.ZlibCompressed;
OwnerMask &= ~(uint) LLObject.ObjectFlags.AllowInventoryDrop;
OwnerMask &= ~(uint) LLObject.ObjectFlags.AnimSource;
OwnerMask &= ~(uint) LLObject.ObjectFlags.Money;
OwnerMask &= ~(uint) LLObject.ObjectFlags.CastShadows;
OwnerMask &= ~(uint) LLObject.ObjectFlags.InventoryEmpty;
OwnerMask &= ~(uint) LLObject.ObjectFlags.CreateSelected;
// These are some flags that the next owner mask should never have
NextOwnerMask &= ~(uint) LLObject.ObjectFlags.ObjectYouOwner;
@@ -754,23 +740,7 @@ namespace OpenSim.Region.Environment.Scenes
// These are some flags that EveryoneMask should never have
EveryoneMask &= ~(uint) LLObject.ObjectFlags.ObjectYouOwner;
EveryoneMask &= ~(uint) LLObject.ObjectFlags.ObjectTransfer;
EveryoneMask &= ~(uint) LLObject.ObjectFlags.ObjectOwnerModify;
EveryoneMask &= ~(uint) LLObject.ObjectFlags.ObjectGroupOwned;
EveryoneMask &= ~(uint) LLObject.ObjectFlags.Physics;
EveryoneMask &= ~(uint) LLObject.ObjectFlags.Phantom;
EveryoneMask &= ~(uint) LLObject.ObjectFlags.Scripted;
EveryoneMask &= ~(uint) LLObject.ObjectFlags.Touch;
EveryoneMask &= ~(uint) LLObject.ObjectFlags.Temporary;
EveryoneMask &= ~(uint) LLObject.ObjectFlags.TemporaryOnRez;
EveryoneMask &= ~(uint) LLObject.ObjectFlags.ZlibCompressed;
EveryoneMask &= ~(uint) LLObject.ObjectFlags.AllowInventoryDrop;
EveryoneMask &= ~(uint) LLObject.ObjectFlags.AnimSource;
EveryoneMask &= ~(uint) LLObject.ObjectFlags.Money;
EveryoneMask &= ~(uint) LLObject.ObjectFlags.CastShadows;
EveryoneMask &= ~(uint) LLObject.ObjectFlags.InventoryEmpty;
EveryoneMask &= ~(uint) LLObject.ObjectFlags.CreateSelected;
//EveryoneMask = (uint)OBJFULL_MASK_EVERYONE;
// These are some flags that ObjectFlags (m_flags) should never have