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add more calls to effective permissions aggregation, some paths may still be missing on objects changes, but remove the aggregation on check paths, so all can be tested.
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@@ -171,7 +171,7 @@ namespace OpenSim.Region.Framework.Scenes
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bool addFromAllowedDrop = agentID != part.OwnerID;
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part.Inventory.AddInventoryItem(taskItem, addFromAllowedDrop);
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part.ParentGroup.AggregatePerms();
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return true;
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}
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else
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@@ -259,7 +259,7 @@ namespace OpenSim.Region.Framework.Scenes
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// this can't be done here but on every place where a change may happen (rez, (de)link, contents , perms, etc)
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// bc this is on heavy duty code paths
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// but for now we need to test the concept
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AggregateDeepPerms();
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// AggregateDeepPerms();
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return m_EffectiveEveryOnePerms;
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}
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}
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@@ -272,7 +272,7 @@ namespace OpenSim.Region.Framework.Scenes
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// this can't be done here but on every place where a change may happen (rez, (de)link, contents , perms, etc)
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// bc this is on heavy duty code paths
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// but for now we need to test the concept
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AggregateDeepPerms();
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// AggregateDeepPerms();
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return m_EffectiveGroupPerms;
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}
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}
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@@ -285,7 +285,7 @@ namespace OpenSim.Region.Framework.Scenes
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// this can't be done here but on every place where a change may happen (rez, (de)link, contents , perms, etc)
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// bc this is on heavy duty code paths
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// but for now we need to test the concept
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AggregateDeepPerms();
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// AggregateDeepPerms();
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return m_EffectiveGroupOrEveryOnePerms;
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}
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}
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@@ -298,7 +298,7 @@ namespace OpenSim.Region.Framework.Scenes
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// this can't be done here but on every place where a change may happen (rez, (de)link, contents , perms, etc)
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// bc this is on heavy duty code paths
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// but for now we need to test the concept
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AggregateDeepPerms();
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// AggregateDeepPerms();
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return m_EffectiveOwnerPerms;
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}
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}
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