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synced 2026-08-04 08:06:27 +08:00
Revamp the permissions propagation. This MAY mess up. Please test.
Change the slam bit from 3 to 4. Assume the old slam bit is always set. The new slam bit is a "changed owner" bit, correcting a bug where an item passed from the creator to another with less than full perms, then back (sale test) would arrive back full perm. Lots of in-code docs.
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@@ -381,12 +381,27 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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if ((nextPerms & (uint)PermissionMask.Modify) == 0)
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perms &= ~(uint)PermissionMask.Modify;
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// Make sure all bits but the ones we want are clear
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// on take.
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// This will be applied to the current perms, so
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// it will do what we want.
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objectGroup.RootPart.NextOwnerMask &=
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((uint)PermissionMask.Copy |
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(uint)PermissionMask.Transfer |
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(uint)PermissionMask.Modify);
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objectGroup.RootPart.NextOwnerMask |=
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(uint)PermissionMask.Move;
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item.BasePermissions = perms & objectGroup.RootPart.NextOwnerMask;
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item.CurrentPermissions = item.BasePermissions;
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item.NextPermissions = objectGroup.RootPart.NextOwnerMask;
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item.EveryOnePermissions = objectGroup.RootPart.EveryoneMask & objectGroup.RootPart.NextOwnerMask;
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item.GroupPermissions = objectGroup.RootPart.GroupMask & objectGroup.RootPart.NextOwnerMask;
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item.CurrentPermissions |= 8; // Slam!
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// Magic number badness. Maybe this deserves an enum.
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// bit 4 (16) is the "Slam" bit, it means treat as passed
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// and apply next owner perms on rez
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item.CurrentPermissions |= 16; // Slam!
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}
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else
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{
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@@ -396,7 +411,12 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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item.EveryOnePermissions = objectGroup.RootPart.EveryoneMask;
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item.GroupPermissions = objectGroup.RootPart.GroupMask;
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item.CurrentPermissions |= 8; // Slam!
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item.CurrentPermissions &=
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((uint)PermissionMask.Copy |
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(uint)PermissionMask.Transfer |
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(uint)PermissionMask.Modify |
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(uint)PermissionMask.Move |
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7); // Preserve folded permissions
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}
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// TODO: add the new fields (Flags, Sale info, etc)
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@@ -498,7 +518,12 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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= SceneObjectSerializer.FromOriginalXmlFormat(itemId, xmlData);
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group.RootPart.FromFolderID = item.Folder;
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group.RootPart.CreateSelected = true
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// If it's rezzed in world, select it. Much easier to
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// find small items.
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//
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if (!attachment)
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group.RootPart.CreateSelected = true;
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if (!m_Scene.Permissions.CanRezObject(
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group.Children.Count, remoteClient.AgentId, pos)
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@@ -572,7 +597,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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List<SceneObjectPart> partList = new List<SceneObjectPart>(group.Children.Values);
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group.SetGroup(remoteClient.ActiveGroupId, remoteClient);
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if (rootPart.OwnerID != item.Owner)
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if ((rootPart.OwnerID != item.Owner) || (item.CurrentPermissions & 16) != 0)
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{
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//Need to kill the for sale here
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rootPart.ObjectSaleType = 0;
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@@ -580,14 +605,11 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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if (m_Scene.Permissions.PropagatePermissions())
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{
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if ((item.CurrentPermissions & 8) != 0)
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foreach (SceneObjectPart part in partList)
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{
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foreach (SceneObjectPart part in partList)
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{
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part.EveryoneMask = item.EveryOnePermissions;
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part.NextOwnerMask = item.NextPermissions;
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part.GroupMask = 0; // DO NOT propagate here
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}
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part.EveryoneMask = item.EveryOnePermissions;
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part.NextOwnerMask = item.NextPermissions;
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part.GroupMask = 0; // DO NOT propagate here
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}
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group.ApplyNextOwnerPermissions();
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@@ -596,19 +618,15 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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foreach (SceneObjectPart part in partList)
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{
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if (part.OwnerID != item.Owner)
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if ((part.OwnerID != item.Owner) || (item.CurrentPermissions & 16) != 0)
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{
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part.LastOwnerID = part.OwnerID;
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part.OwnerID = item.Owner;
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part.Inventory.ChangeInventoryOwner(item.Owner);
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}
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else if (((item.CurrentPermissions & 8) != 0) && (!attachment)) // Slam!
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{
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part.EveryoneMask = item.EveryOnePermissions;
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part.NextOwnerMask = item.NextPermissions;
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part.GroupMask = 0; // DO NOT propagate here
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}
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part.EveryoneMask = item.EveryOnePermissions;
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part.NextOwnerMask = item.NextPermissions;
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}
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rootPart.TrimPermissions();
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