Revert "Don't load current/next/everyone/base permissions from the library item xml files - always use PermissionMask.All instead (which was the existing default)."

There actually are uses for this.  I will correct the perms instead since some entries appear to be wrong.

This reverts commit 667b54f5a2.
This commit is contained in:
Justin Clark-Casey (justincc)
2011-07-23 02:05:51 +01:00
parent 667b54f5a2
commit fcaa4f6012
17 changed files with 567 additions and 159 deletions

View File

@@ -984,14 +984,11 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
public virtual bool CanGetAgentInventoryItem(IClientAPI remoteClient, UUID itemID, UUID requestID)
{
InventoryItemBase assetRequestItem = GetItem(remoteClient.AgentId, itemID);
if (assetRequestItem == null)
{
ILibraryService lib = m_Scene.RequestModuleInterface<ILibraryService>();
if (lib != null)
assetRequestItem = lib.LibraryRootFolder.FindItem(itemID);
if (assetRequestItem == null)
return false;
}
@@ -1022,7 +1019,6 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
m_log.WarnFormat(
"[CLIENT]: {0} requested asset {1} from item {2} but this does not match item's asset {3}",
Name, requestID, itemID, assetRequestItem.AssetID);
return false;
}

View File

@@ -185,7 +185,6 @@ namespace OpenSim.Region.CoreModules.Framework.Library
archread = new InventoryArchiveReadRequest(m_MockScene, uinfo, "/", iarFileName, false);
archread.Execute();
}
foreach (InventoryNodeBase node in nodes)
FixPerms(node);
}
@@ -198,23 +197,18 @@ namespace OpenSim.Region.CoreModules.Framework.Library
archread.Close();
}
}
}
private void FixPerms(InventoryNodeBase node)
{
m_log.DebugFormat("[LIBRARY MODULE]: Fixing perms for {0} {1}", node.Name, node.ID);
if (node is InventoryItemBase)
{
InventoryItemBase item = (InventoryItemBase)node;
// item.BasePermissions = (uint)PermissionMask.All;
item.BasePermissions = 0x7FFFFFFF;
item.EveryOnePermissions = 0x7FFFFFFF;
item.CurrentPermissions = 0x7FFFFFFF;
item.NextPermissions = 0x7FFFFFFF;
// item.EveryOnePermissions = (uint)PermissionMask.Copy;
// item.CurrentPermissions = (uint)PermissionMask.None;
// item.NextPermissions = (uint)PermissionMask.All;
}
}