Export permission, part two. Setting export perms for textures and clothing works. Setting perms for prims also works but they don't propagate correctly yet.

NOT FOR PRODUCTIN USE. Your database will need to be updated before you can use this!
This commit is contained in:
Melanie
2013-03-31 21:59:44 +01:00
parent 9fee431cc8
commit 9b83e53b28
3 changed files with 74 additions and 10 deletions

View File

@@ -424,8 +424,8 @@ namespace OpenSim.Region.Framework.Scenes
private uint _category;
private Int32 _creationDate;
private uint _parentID = 0;
private uint _baseMask = (uint)PermissionMask.All;
private uint _ownerMask = (uint)PermissionMask.All;
private uint _baseMask = (uint)(PermissionMask.All | PermissionMask.Export);
private uint _ownerMask = (uint)(PermissionMask.All | PermissionMask.Export);
private uint _groupMask = (uint)PermissionMask.None;
private uint _everyoneMask = (uint)PermissionMask.None;
private uint _nextOwnerMask = (uint)PermissionMask.All;
@@ -3876,10 +3876,10 @@ namespace OpenSim.Region.Framework.Scenes
public void TrimPermissions()
{
BaseMask &= (uint)PermissionMask.All;
OwnerMask &= (uint)PermissionMask.All;
BaseMask &= (uint)(PermissionMask.All | PermissionMask.Export);
OwnerMask &= (uint)(PermissionMask.All | PermissionMask.Export);
GroupMask &= (uint)PermissionMask.All;
EveryoneMask &= (uint)PermissionMask.All;
EveryoneMask &= (uint)(PermissionMask.All | PermissionMask.Export);
NextOwnerMask &= (uint)PermissionMask.All;
}
@@ -3982,10 +3982,22 @@ namespace OpenSim.Region.Framework.Scenes
baseMask;
break;
case 8:
// Trying to set export permissions - extra checks
if (set && (mask & (uint)PermissionMask.Export) != 0)
{
if ((OwnerMask & (uint)PermissionMask.Export) == 0 || (BaseMask & (uint)PermissionMask.Export) == 0 || (NextOwnerMask & (uint)PermissionMask.All) != (uint)PermissionMask.All)
mask &= ~(uint)PermissionMask.Export;
}
EveryoneMask = ApplyMask(EveryoneMask, set, mask) &
baseMask;
break;
case 16:
// Force full perm if export
if ((EveryoneMask & (uint)PermissionMask.Export) != 0)
{
NextOwnerMask = (uint)PermissionMask.All;
break;
}
NextOwnerMask = ApplyMask(NextOwnerMask, set, mask) &
baseMask;
// Prevent the client from creating no mod, no copy
@@ -4743,9 +4755,12 @@ namespace OpenSim.Region.Framework.Scenes
public void ApplyNextOwnerPermissions()
{
BaseMask &= NextOwnerMask;
// Export needs to be preserved in the base and everyone
// mask, but removed in the owner mask as a next owner
// can never change the export status
BaseMask &= NextOwnerMask | (uint)PermissionMask.Export;
OwnerMask &= NextOwnerMask;
EveryoneMask &= NextOwnerMask;
EveryoneMask &= NextOwnerMask | (uint)PermissionMask.Export;
Inventory.ApplyNextOwnerPermissions();
}