OpenSim.Region.Framework.Scenes.SceneObjectGroup.GetEffectivePermissions C# (CSharp) Method

GetEffectivePermissions() public method

public GetEffectivePermissions ( ) : uint
return uint
        public uint GetEffectivePermissions()
        {
            uint perms=(uint)(PermissionMask.Modify |
                              PermissionMask.Copy |
                              PermissionMask.Move |
                              PermissionMask.Transfer) | 7;

            uint ownerMask = 0x7fffffff;

            SceneObjectPart[] parts = m_parts.GetArray();
            for (int i = 0; i < parts.Length; i++)
            {
                SceneObjectPart part = parts[i];
                ownerMask &= part.OwnerMask;
                perms &= part.Inventory.MaskEffectivePermissions();
            }

            if ((ownerMask & (uint)PermissionMask.Modify) == 0)
                perms &= ~(uint)PermissionMask.Modify;
            if ((ownerMask & (uint)PermissionMask.Copy) == 0)
                perms &= ~(uint)PermissionMask.Copy;
            if ((ownerMask & (uint)PermissionMask.Transfer) == 0)
                perms &= ~(uint)PermissionMask.Transfer;

            // If root prim permissions are applied here, this would screw
            // with in-inventory manipulation of the next owner perms
            // in a major way. So, let's move this to the give itself.
            // Yes. I know. Evil.
//            if ((ownerMask & RootPart.NextOwnerMask & (uint)PermissionMask.Modify) == 0)
//                perms &= ~((uint)PermissionMask.Modify >> 13);
//            if ((ownerMask & RootPart.NextOwnerMask & (uint)PermissionMask.Copy) == 0)
//                perms &= ~((uint)PermissionMask.Copy >> 13);
//            if ((ownerMask & RootPart.NextOwnerMask & (uint)PermissionMask.Transfer) == 0)
//                perms &= ~((uint)PermissionMask.Transfer >> 13);

            return perms;
        }

Usage Example

        /// <summary>
        /// Delete a scene object from a scene and place in the given avatar's inventory.
        /// Returns the UUID of the newly created asset.
        /// </summary>
        /// <param name="action"></param>
        /// <param name="folderID"></param>
        /// <param name="objectGroup"></param>
        /// <param name="remoteClient"> </param>
        public virtual UUID DeleteToInventory(DeRezAction action, UUID folderID,
                SceneObjectGroup objectGroup, IClientAPI remoteClient)
        {
            UUID assetID = UUID.Zero;

            Vector3 inventoryStoredPosition = new Vector3
                        (((objectGroup.AbsolutePosition.X > (int)Constants.RegionSize)
                              ? 250
                              : objectGroup.AbsolutePosition.X)
                         ,
                         (objectGroup.AbsolutePosition.X > (int)Constants.RegionSize)
                             ? 250
                             : objectGroup.AbsolutePosition.X,
                         objectGroup.AbsolutePosition.Z);

            Vector3 originalPosition = objectGroup.AbsolutePosition;

            objectGroup.AbsolutePosition = inventoryStoredPosition;

            string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(objectGroup);

            objectGroup.AbsolutePosition = originalPosition;

            // Get the user info of the item destination
            //
            UUID userID = UUID.Zero;

            if (action == DeRezAction.Take || action == DeRezAction.TakeCopy ||
                action == DeRezAction.SaveToExistingUserInventoryItem)
            {
                // Take or take copy require a taker
                // Saving changes requires a local user
                //
                if (remoteClient == null)
                    return UUID.Zero;

                userID = remoteClient.AgentId;
            }
            else
            {
                // All returns / deletes go to the object owner
                //

                userID = objectGroup.RootPart.OwnerID;
            }

            if (userID == UUID.Zero) // Can't proceed
            {
                return UUID.Zero;
            }

            // If we're returning someone's item, it goes back to the
            // owner's Lost And Found folder.
            // Delete is treated like return in this case
            // Deleting your own items makes them go to trash
            //

            InventoryFolderBase folder = null;
            InventoryItemBase item = null;

            if (DeRezAction.SaveToExistingUserInventoryItem == action)
            {
                item = new InventoryItemBase(objectGroup.RootPart.FromUserInventoryItemID, userID);
                item = m_Scene.InventoryService.GetItem(item);

                //item = userInfo.RootFolder.FindItem(
                //        objectGroup.RootPart.FromUserInventoryItemID);

                if (null == item)
                {
                    m_log.DebugFormat(
                        "[AGENT INVENTORY]: Object {0} {1} scheduled for save to inventory has already been deleted.",
                        objectGroup.Name, objectGroup.UUID);
                    return UUID.Zero;
                }
            }
            else
            {
                // Folder magic
                //
                if (action == DeRezAction.Delete)
                {
                    // Deleting someone else's item
                    //


                    if (remoteClient == null ||
                        objectGroup.OwnerID != remoteClient.AgentId)
                    {
                        // Folder skeleton may not be loaded and we
                        // have to wait for the inventory to find
                        // the destination folder
                        //
                        folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.LostAndFoundFolder);
                    }
                    else
                    {
                        // Assume inventory skeleton was loaded during login
                        // and all folders can be found
                        //
                        folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.TrashFolder);
                    }
                }
                else if (action == DeRezAction.Return)
                {

                    // Dump to lost + found unconditionally
                    //
                    folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.LostAndFoundFolder);
                }

                if (folderID == UUID.Zero && folder == null)
                {
                    if (action == DeRezAction.Delete)
                    {
                        // Deletes go to trash by default
                        //
                        folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.TrashFolder);
                    }
                    else
                    {
                        // Catch all. Use lost & found
                        //

                        folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.LostAndFoundFolder);
                    }
                }

                if (folder == null) // None of the above
                {
                    //folder = userInfo.RootFolder.FindFolder(folderID);
                    folder = new InventoryFolderBase(folderID);

                    if (folder == null) // Nowhere to put it
                    {
                        return UUID.Zero;
                    }
                }

                item = new InventoryItemBase();
                item.CreatorId = objectGroup.RootPart.CreatorID.ToString();
                item.ID = UUID.Random();
                item.InvType = (int)InventoryType.Object;
                item.Folder = folder.ID;
                item.Owner = userID;
            }

            AssetBase asset = CreateAsset(
                objectGroup.GetPartName(objectGroup.RootPart.LocalId),
                objectGroup.GetPartDescription(objectGroup.RootPart.LocalId),
                (sbyte)AssetType.Object,
                Utils.StringToBytes(sceneObjectXml),
                objectGroup.OwnerID.ToString());
            m_Scene.AssetService.Store(asset);
            assetID = asset.FullID;

            if (DeRezAction.SaveToExistingUserInventoryItem == action)
            {
                item.AssetID = asset.FullID;
                m_Scene.InventoryService.UpdateItem(item);
            }
            else
            {
                item.AssetID = asset.FullID;

                if (remoteClient != null && (remoteClient.AgentId != objectGroup.RootPart.OwnerID) && m_Scene.Permissions.PropagatePermissions())
                {
                    uint perms = objectGroup.GetEffectivePermissions();
                    uint nextPerms = (perms & 7) << 13;
                    if ((nextPerms & (uint)PermissionMask.Copy) == 0)
                        perms &= ~(uint)PermissionMask.Copy;
                    if ((nextPerms & (uint)PermissionMask.Transfer) == 0)
                        perms &= ~(uint)PermissionMask.Transfer;
                    if ((nextPerms & (uint)PermissionMask.Modify) == 0)
                        perms &= ~(uint)PermissionMask.Modify;

                    item.BasePermissions = perms & objectGroup.RootPart.NextOwnerMask;
                    item.CurrentPermissions = item.BasePermissions;
                    item.NextPermissions = objectGroup.RootPart.NextOwnerMask;
                    item.EveryOnePermissions = objectGroup.RootPart.EveryoneMask & objectGroup.RootPart.NextOwnerMask;
                    item.GroupPermissions = objectGroup.RootPart.GroupMask & objectGroup.RootPart.NextOwnerMask;
                    item.CurrentPermissions |= 8; // Slam!
                }
                else
                {
                    item.BasePermissions = objectGroup.GetEffectivePermissions();
                    item.CurrentPermissions = objectGroup.GetEffectivePermissions();
                    item.NextPermissions = objectGroup.RootPart.NextOwnerMask;
                    item.EveryOnePermissions = objectGroup.RootPart.EveryoneMask;
                    item.GroupPermissions = objectGroup.RootPart.GroupMask;

                    item.CurrentPermissions |= 8; // Slam!
                }

                // TODO: add the new fields (Flags, Sale info, etc)
                item.CreationDate = Util.UnixTimeSinceEpoch();
                item.Description = asset.Description;
                item.Name = asset.Name;
                item.AssetType = asset.Type;

                m_Scene.InventoryService.AddItem(item);

                if (remoteClient != null && item.Owner == remoteClient.AgentId)
                {
                    remoteClient.SendInventoryItemCreateUpdate(item, 0);
                }
                else
                {
                    ScenePresence notifyUser = m_Scene.GetScenePresence(item.Owner);
                    if (notifyUser != null)
                    {
                        notifyUser.ControllingClient.SendInventoryItemCreateUpdate(item, 0);
                    }
                }
            }

            return assetID;
        }
All Usage Examples Of OpenSim.Region.Framework.Scenes.SceneObjectGroup::GetEffectivePermissions