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When an asset is uploaded (e.g. a mesh) set individual copy/move/transfer permissions, not PermissionMask.All
Setting PermissionMask.All will cause next permissions to replace current permissions when the object is rezzed, since bit 4 will be set. This is not correct behaviour for a freshly uploaded mesh. Freshly rezzed in-world prims also do not have bit 4 set (don't yet know exactly what this is). Should resolve http://opensimulator.org/mantis/view.php?id=5651
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@@ -347,6 +347,12 @@ namespace OpenSim.Region.Framework.Scenes
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{
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item.Name = itemUpd.Name;
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item.Description = itemUpd.Description;
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// m_log.DebugFormat(
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// "[USER INVENTORY]: itemUpd {0} {1} {2} {3}, item {4} {5} {6} {7}",
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// itemUpd.NextPermissions, itemUpd.GroupPermissions, itemUpd.EveryOnePermissions, item.Flags,
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// item.NextPermissions, item.GroupPermissions, item.EveryOnePermissions, item.CurrentPermissions);
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if (item.NextPermissions != (itemUpd.NextPermissions & item.BasePermissions))
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item.Flags |= (uint)InventoryItemFlags.ObjectOverwriteNextOwner;
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item.NextPermissions = itemUpd.NextPermissions & item.BasePermissions;
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@@ -355,6 +361,9 @@ namespace OpenSim.Region.Framework.Scenes
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item.EveryOnePermissions = itemUpd.EveryOnePermissions & item.BasePermissions;
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if (item.GroupPermissions != (itemUpd.GroupPermissions & item.BasePermissions))
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item.Flags |= (uint)InventoryItemFlags.ObjectOverwriteGroup;
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// m_log.DebugFormat("[USER INVENTORY]: item.Flags {0}", item.Flags);
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item.GroupPermissions = itemUpd.GroupPermissions & item.BasePermissions;
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item.GroupID = itemUpd.GroupID;
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item.GroupOwned = itemUpd.GroupOwned;
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@@ -265,6 +265,8 @@ namespace OpenSim.Region.Framework.Scenes
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public void ApplyNextOwnerPermissions()
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{
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// m_log.DebugFormat("[PRIM INVENTORY]: Applying next owner permissions to {0} {1}", Name, UUID);
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SceneObjectPart[] parts = m_parts.GetArray();
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for (int i = 0; i < parts.Length; i++)
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parts[i].ApplyNextOwnerPermissions();
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