a few changes to permissions folding... we are testing. at this point only use master for TESTING also

This commit is contained in:
UbitUmarov
2017-04-28 20:03:44 +01:00
parent 8d3d87e0b2
commit ba4e13ef55
6 changed files with 69 additions and 59 deletions

View File

@@ -1340,33 +1340,38 @@ namespace OpenSim.Region.Framework.Scenes
public uint MaskEffectivePermissions()
{
// used to propagate permissions restrictions outwards
// Modify does not propagate outwards.
uint mask=0x7fffffff;
foreach (TaskInventoryItem item in m_items.Values)
{
if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
mask &= ~((uint)PermissionMask.Copy >> 13);
mask &= ~((uint)PermissionMask.FoldedCopy);
if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
mask &= ~((uint)PermissionMask.Transfer >> 13);
if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
mask &= ~((uint)PermissionMask.Modify >> 13);
mask &= ~((uint)PermissionMask.FoldedTransfer);
if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Export) == 0)
mask &= ~((uint)PermissionMask.FoldedExport);
// this breaks some SL legal use cases
// there should be no folding from task inventory
/*
if (item.InvType == (int)InventoryType.Object)
{
if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
mask &= ~((uint)PermissionMask.Copy >> 13);
if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
mask &= ~((uint)PermissionMask.Transfer >> 13);
if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
mask &= ~((uint)PermissionMask.Modify >> 13);
if ((item.CurrentPermissions & ((uint)PermissionMask.FoldedCopy)) == 0)
mask &= ~((uint)PermissionMask.FoldedCopy);
if ((item.CurrentPermissions & ((uint)PermissionMask.FoldedTransfer)) == 0)
mask &= ~((uint)PermissionMask.FoldedTransfer);
if ((item.CurrentPermissions & (uint)PermissionMask.FoldedExport) == 0)
mask &= ~((uint)PermissionMask.FoldedExport);
}
*/
if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
mask &= ~(uint)PermissionMask.Copy;
if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
mask &= ~(uint)PermissionMask.Transfer;
if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
mask &= ~(uint)PermissionMask.Modify;
if ((item.CurrentPermissions & (uint)PermissionMask.Export) == 0)
mask &= ~((uint)PermissionMask.Export);
}
return mask;
}
@@ -1375,19 +1380,24 @@ namespace OpenSim.Region.Framework.Scenes
{
foreach (TaskInventoryItem item in m_items.Values)
{
if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
// this breaks legal SL use cases
// there should be no unfold into task inventory
/*
if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & (uint)PermissionMask.FoldedMask) != 0)
{
// m_log.DebugFormat (
// "[SCENE OBJECT PART INVENTORY]: Applying next permissions {0} to {1} in {2} with current {3}, base {4}, everyone {5}",
// item.NextPermissions, item.Name, m_part.Name, item.CurrentPermissions, item.BasePermissions, item.EveryonePermissions);
if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
if ((item.CurrentPermissions & ((uint)PermissionMask.FoldedCopy)) == 0)
item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
if ((item.CurrentPermissions & ((uint)PermissionMask.FoldedTransfer)) == 0)
item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
if ((item.CurrentPermissions & ((uint)PermissionMask.FoldedModify)) == 0)
item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
}
*/
item.CurrentPermissions &= item.NextPermissions;
item.BasePermissions &= item.NextPermissions;
item.EveryonePermissions &= item.NextPermissions;