Fix bug where an avatar that had an object they owned attached through llAttachToAvatar() or osForceAttachToAvatar() would wrongly have next permissions come into play when they detached that object and rezzed it in scene.

This is because the attachments module code was setting the 'object slam' bit by using PermissionMask.All
Solution here is to route the attachment item creation call through the existing inventory code in BasicInventoryAccessModule rather than copy/pasted code in AttachmentsModule itself.
This commit is contained in:
Justin Clark-Casey (justincc)
2012-05-23 01:58:10 +01:00
parent 9ab0c81c1d
commit ff429a259b
8 changed files with 155 additions and 169 deletions

View File

@@ -49,11 +49,15 @@ namespace OpenSim.Region.Framework.Interfaces
/// <param name="folderID"></param>
/// <param name="objectGroups"></param>
/// <param name="remoteClient"></param>
/// <param name="asAttachment">
/// Should be true if the object(s) are begin taken as attachments. False otherwise.
/// </param>
/// <returns>
/// Returns the UUID of the newly created item asset (not the item itself).
/// FIXME: This is not very useful. It would be far more useful to return a list of items instead.
/// A list of the items created. If there was more than one object and objects are not being coaleseced in
/// inventory, then the order of items is in the same order as the input objects.
/// </returns>
UUID CopyToInventory(DeRezAction action, UUID folderID, List<SceneObjectGroup> objectGroups, IClientAPI remoteClient);
List<InventoryItemBase> CopyToInventory(
DeRezAction action, UUID folderID, List<SceneObjectGroup> objectGroups, IClientAPI remoteClient, bool asAttachment);
/// <summary>
/// Rez an object into the scene from the user's inventory

View File

@@ -155,7 +155,7 @@ namespace OpenSim.Region.Framework.Scenes
{
IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>();
if (invAccess != null)
invAccess.CopyToInventory(x.action, x.folderID, x.objectGroups, x.remoteClient);
invAccess.CopyToInventory(x.action, x.folderID, x.objectGroups, x.remoteClient, false);
if (x.permissionToDelete)
{

View File

@@ -1027,10 +1027,16 @@ namespace OpenSim.Region.Framework.Scenes
public void ApplyNextOwnerPermissions()
{
Util.PrintCallStack();
lock (m_items)
{
foreach (TaskInventoryItem item in m_items.Values)
{
// 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.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
{
if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
@@ -1040,6 +1046,7 @@ namespace OpenSim.Region.Framework.Scenes
if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
}
item.CurrentPermissions &= item.NextPermissions;
item.BasePermissions &= item.NextPermissions;
item.EveryonePermissions &= item.NextPermissions;

View File

@@ -47,14 +47,30 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
/// </remarks>
public class CoalescedSceneObjectsSerializer
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
/// <summary>
/// Serialize coalesced objects to Xml
/// </summary>
/// <param name="coa"></param>
/// <param name="doScriptStates">
/// If true then serialize script states. This will halt any running scripts
/// </param>
/// <returns></returns>
public static string ToXml(CoalescedSceneObjects coa)
{
return ToXml(coa, true);
}
/// <summary>
/// Serialize coalesced objects to Xml
/// </summary>
/// <param name="coa"></param>
/// <param name="doScriptStates">
/// If true then serialize script states. This will halt any running scripts
/// </param>
/// <returns></returns>
public static string ToXml(CoalescedSceneObjects coa, bool doScriptStates)
{
using (StringWriter sw = new StringWriter())
{
@@ -91,7 +107,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
writer.WriteAttributeString("offsety", offsets[i].Y.ToString());
writer.WriteAttributeString("offsetz", offsets[i].Z.ToString());
SceneObjectSerializer.ToOriginalXmlFormat(obj, writer, true);
SceneObjectSerializer.ToOriginalXmlFormat(obj, writer, doScriptStates);
writer.WriteEndElement(); // SceneObjectGroup
}