Script to traverse a linkset and report permissions and owner for each asset type?

Soen Eber

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I'm pretty sure something like this should already exist as it is helpful when exporting objects. Is there any link traversal script that will report on both the owner and permissions of each prim in a linkset, as to type, prim owner & permissions, texture owner & permissions for each face, script owner & permissions, etc? I'm attempting to export my Japanese mansion everyone liked on the tour, and make sure each part of it is "clean" in respect to preventing export hangups.

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Chin Rey

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I'm pretty sure something like this should already exist as it is helpful when exporting objects. Is there any link traversal script that will report on both the owner and permissions of each prim in a linkset, as to type, prim owner & permissions, texture owner & permissions for each face, script owner & permissions, etc?
Owner and prim permissions will be the same for all parts of a linkset.
There is no direct way to determine the owner and permissions for a texture used on a face but llGetTexture() and (more relevant here llGetLinkPrimitiveParams() will return a zero key if the perms are restricted. I don't think that's enough if you're planning to export the build with Firestorm or Singularity though. I believe they will only include textures if you are the creator of them.
The permissions for items in the prim's inventory can be read with llGetInventoryPermMask() but that function does not work across parts in a linkset so you have to do it individually for each prim. Inventory items aren't included in the export anyway, so there's no point.

I'm attempting to export my Japanese mansion everyone liked on the tour, and make sure each part of it is "clean" in respect to preventing export hangups.
There won't be any "hangups" a such, the exporter wil simply skip the parts and textures you don't have sufficient permissions to export. And as I said, you can't export items in the prims' inventories in any way.
 
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Commenting to do this after work

Also: if a texture is on a face, and that texture is not in the prim’s inventory, than the texture is full permission for all intents and purposes.

Textures already on faces don’t have permissions themselves. They are just face properties.

If you attempt to get the texture of a face and get a name instead of a key, it is in inventory and you can then directly check it’s permissions.
 
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