Prevent linking objects while they are deeded. On unlinking deeded objects,

set LastOwnerID properly so the parts cannot be transferred, circumventing
no trans perms
This commit is contained in:
Melanie
2011-11-10 23:59:13 +01:00
parent e9055cec17
commit a081df75e2

View File

@@ -1743,6 +1743,11 @@ namespace OpenSim.Region.Framework.Scenes
{
SceneObjectGroup parentGroup = root.ParentGroup;
if (parentGroup == null) return;
// Cowardly refuse to link to a group owned root
if (parentGroup.OwnerID == parentGroup.GroupID)
return;
Monitor.Enter(m_updateLock);
try
@@ -1770,11 +1775,14 @@ namespace OpenSim.Region.Framework.Scenes
foreach (SceneObjectGroup child in childGroups)
{
parentGroup.LinkToGroup(child);
if (parentGroup.OwnerID == child.OwnerID)
{
parentGroup.LinkToGroup(child);
// this is here so physics gets updated!
// Don't remove! Bad juju! Stay away! or fix physics!
child.AbsolutePosition = child.AbsolutePosition;
// this is here so physics gets updated!
// Don't remove! Bad juju! Stay away! or fix physics!
child.AbsolutePosition = child.AbsolutePosition;
}
}
// We need to explicitly resend the newly link prim's object properties since no other actions
@@ -1819,9 +1827,14 @@ namespace OpenSim.Region.Framework.Scenes
if (part.ParentGroup.PrimCount != 1) // Skip single
{
if (part.LinkNum < 2) // Root
{
rootParts.Add(part);
}
else
{
part.LastOwnerID = part.ParentGroup.RootPart.LastOwnerID;
childParts.Add(part);
}
SceneObjectGroup group = part.ParentGroup;
if (!affectedGroups.Contains(group))