OpenSimMirror/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs

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/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections;
using System.Collections.Generic;
using System.Runtime.Remoting.Lifetime;
using System.Text;
using System.Net;
using System.Threading;
using OpenMetaverse;
using Nini.Config;
using OpenSim;
using OpenSim.Framework;
using OpenSim.Framework.Communications.Cache;
using OpenSim.Framework.Console;
using OpenSim.Region.CoreModules.Avatar.NPC;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.Framework.Scenes.Hypergrid;
using OpenSim.Region.ScriptEngine.Shared;
using OpenSim.Region.ScriptEngine.Shared.Api.Plugins;
using OpenSim.Region.ScriptEngine.Shared.ScriptBase;
using OpenSim.Region.ScriptEngine.Interfaces;
using OpenSim.Region.ScriptEngine.Shared.Api.Interfaces;
using TPFlags = OpenSim.Framework.Constants.TeleportFlags;
using System.Text.RegularExpressions;
using LSL_Float = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLFloat;
using LSL_Integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
using LSL_Key = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
using LSL_List = OpenSim.Region.ScriptEngine.Shared.LSL_Types.list;
using LSL_Rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion;
using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
using LSL_Vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3;
namespace OpenSim.Region.ScriptEngine.Shared.Api
{
//////////////////////////////////////////////////////////////
//
// Level description
//
// None - Function is no threat at all. It doesn't constitute
// an threat to either users or the system and has no
// known side effects
//
// Nuisance - Abuse of this command can cause a nuisance to the
// region operator, such as log message spew
//
// VeryLow - Extreme levels ob abuse of this function can cause
// impaired functioning of the region, or very gullible
// users can be tricked into experiencing harmless effects
//
// Low - Intentional abuse can cause crashes or malfunction
// under certain circumstances, which can easily be rectified,
// or certain users can be tricked into certain situations
// in an avoidable manner.
//
// Moderate - Intentional abuse can cause denial of service and crashes
// with potential of data or state loss, or trusting users
// can be tricked into embarrassing or uncomfortable
// situationsa.
//
// High - Casual abuse can cause impaired functionality or temporary
// denial of service conditions. Intentional abuse can easily
// cause crashes with potential data loss, or can be used to
// trick experienced and cautious users into unwanted situations,
// or changes global data permanently and without undo ability
2009-08-07 23:53:34 +00:00
// Malicious scripting can allow theft of content
//
// VeryHigh - Even normal use may, depending on the number of instances,
// or frequency of use, result in severe service impairment
// or crash with loss of data, or can be used to cause
// unwanted or harmful effects on users without giving the
// user a means to avoid it.
//
// Severe - Even casual use is a danger to region stability, or function
// allows console or OS command execution, or function allows
// taking money without consent, or allows deletion or
// modification of user data, or allows the compromise of
// sensitive data by design.
[Serializable]
public class OSSL_Api : MarshalByRefObject, IOSSL_Api, IScriptApi
{
internal IScriptEngine m_ScriptEngine;
internal ILSL_Api m_LSL_Api = null; // get a reference to the LSL API so we can call methods housed there
internal SceneObjectPart m_host;
internal uint m_localID;
internal UUID m_itemID;
internal bool m_OSFunctionsEnabled = false;
internal ThreatLevel m_MaxThreatLevel = ThreatLevel.VeryLow;
internal float m_ScriptDelayFactor = 1.0f;
internal float m_ScriptDistanceFactor = 1.0f;
internal Dictionary<string, List<UUID> > m_FunctionPerms = new Dictionary<string, List<UUID> >();
public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, uint localID, UUID itemID)
{
m_ScriptEngine = ScriptEngine;
m_host = host;
m_localID = localID;
m_itemID = itemID;
if (m_ScriptEngine.Config.GetBoolean("AllowOSFunctions", false))
m_OSFunctionsEnabled = true;
m_ScriptDelayFactor =
m_ScriptEngine.Config.GetFloat("ScriptDelayFactor", 1.0f);
m_ScriptDistanceFactor =
m_ScriptEngine.Config.GetFloat("ScriptDistanceLimitFactor", 1.0f);
string risk = m_ScriptEngine.Config.GetString("OSFunctionThreatLevel", "VeryLow");
switch (risk)
{
case "None":
m_MaxThreatLevel = ThreatLevel.None;
break;
case "VeryLow":
m_MaxThreatLevel = ThreatLevel.VeryLow;
break;
case "Low":
m_MaxThreatLevel = ThreatLevel.Low;
break;
case "Moderate":
m_MaxThreatLevel = ThreatLevel.Moderate;
break;
case "High":
m_MaxThreatLevel = ThreatLevel.High;
break;
case "VeryHigh":
m_MaxThreatLevel = ThreatLevel.VeryHigh;
break;
case "Severe":
m_MaxThreatLevel = ThreatLevel.Severe;
break;
default:
break;
}
}
public override Object InitializeLifetimeService()
{
ILease lease = (ILease)base.InitializeLifetimeService();
if (lease.CurrentState == LeaseState.Initial)
{
lease.InitialLeaseTime = TimeSpan.FromMinutes(0);
// lease.RenewOnCallTime = TimeSpan.FromSeconds(10.0);
// lease.SponsorshipTimeout = TimeSpan.FromMinutes(1.0);
}
return lease;
}
public Scene World
{
get { return m_ScriptEngine.World; }
}
internal void OSSLError(string msg)
{
throw new Exception("OSSL Runtime Error: " + msg);
}
private void InitLSL()
{
if (m_LSL_Api != null)
return;
m_LSL_Api = (ILSL_Api)m_ScriptEngine.GetApi(m_itemID, "LSL");
}
//
//Dumps an error message on the debug console.
//
internal void OSSLShoutError(string message)
{
if (message.Length > 1023)
message = message.Substring(0, 1023);
World.SimChat(Utils.StringToBytes(message),
ChatTypeEnum.Shout, ScriptBaseClass.DEBUG_CHANNEL, m_host.ParentGroup.RootPart.AbsolutePosition, m_host.Name, m_host.UUID, true);
IWorldComm wComm = m_ScriptEngine.World.RequestModuleInterface<IWorldComm>();
wComm.DeliverMessage(ChatTypeEnum.Shout, ScriptBaseClass.DEBUG_CHANNEL, m_host.Name, m_host.UUID, message);
}
public void CheckThreatLevel(ThreatLevel level, string function)
{
if (!m_OSFunctionsEnabled)
OSSLError(String.Format("{0} permission denied. All OS functions are disabled.", function)); // throws
if (!m_FunctionPerms.ContainsKey(function))
{
string perm = m_ScriptEngine.Config.GetString("Allow_" + function, "");
if (perm == "")
{
m_FunctionPerms[function] = null; // a null value is default
}
else
{
bool allowed;
if (bool.TryParse(perm, out allowed))
{
// Boolean given
if (allowed)
{
m_FunctionPerms[function] = new List<UUID>();
m_FunctionPerms[function].Add(UUID.Zero);
}
else
m_FunctionPerms[function] = new List<UUID>(); // Empty list = none
}
else
{
m_FunctionPerms[function] = new List<UUID>();
string[] ids = perm.Split(new char[] {','});
foreach (string id in ids)
{
string current = id.Trim();
UUID uuid;
if (UUID.TryParse(current, out uuid))
{
2008-11-17 04:34:19 +00:00
if (uuid != UUID.Zero)
m_FunctionPerms[function].Add(uuid);
}
}
}
}
}
// If the list is null, then the value was true / undefined
// Threat level governs permissions in this case
//
// If the list is non-null, then it is a list of UUIDs allowed
// to use that particular function. False causes an empty
// list and therefore means "no one"
//
// To allow use by anyone, the list contains UUID.Zero
//
if (m_FunctionPerms[function] == null) // No list = true
{
if (level > m_MaxThreatLevel)
OSSLError(
String.Format(
"{0} permission denied. Allowed threat level is {1} but function threat level is {2}.",
function, m_MaxThreatLevel, level));
}
else
{
if (!m_FunctionPerms[function].Contains(UUID.Zero))
{
if (!m_FunctionPerms[function].Contains(m_host.OwnerID))
OSSLError(
String.Format("{0} permission denied. Prim owner is not in the list of users allowed to execute this function.",
function));
}
}
}
protected void ScriptSleep(int delay)
{
delay = (int)((float)delay * m_ScriptDelayFactor);
if (delay == 0)
return;
System.Threading.Thread.Sleep(delay);
}
//
// OpenSim functions
//
public LSL_Integer osTerrainSetHeight(int x, int y, double val)
{
CheckThreatLevel(ThreatLevel.High, "osTerrainSetHeight");
m_host.AddScriptLPS(1);
if (x > ((int)Constants.RegionSize - 1) || x < 0 || y > ((int)Constants.RegionSize - 1) || y < 0)
OSSLError("osTerrainSetHeight: Coordinate out of bounds");
if (World.Permissions.CanTerraformLand(m_host.OwnerID, new Vector3(x, y, 0)))
{
World.Heightmap[x, y] = val;
return 1;
}
else
{
return 0;
}
}
public LSL_Float osTerrainGetHeight(int x, int y)
{
CheckThreatLevel(ThreatLevel.None, "osTerrainGetHeight");
m_host.AddScriptLPS(1);
if (x > ((int)Constants.RegionSize - 1) || x < 0 || y > ((int)Constants.RegionSize - 1) || y < 0)
OSSLError("osTerrainGetHeight: Coordinate out of bounds");
return World.Heightmap[x, y];
}
public void osTerrainFlush()
{
CheckThreatLevel(ThreatLevel.VeryLow, "osTerrainFlush");
ITerrainModule terrainModule = World.RequestModuleInterface<ITerrainModule>();
if (terrainModule != null) terrainModule.TaintTerrain();
}
public int osRegionRestart(double seconds)
{
// This is High here because region restart is not reliable
// it may result in the region staying down or becoming
// unstable. This should be changed to Low or VeryLow once
// The underlying functionality is fixed, since the security
// as such is sound
//
CheckThreatLevel(ThreatLevel.High, "osRegionRestart");
m_host.AddScriptLPS(1);
if (World.Permissions.CanIssueEstateCommand(m_host.OwnerID, false))
{
World.Restart((float)seconds);
return 1;
}
else
{
return 0;
}
}
public void osRegionNotice(string msg)
{
// This implementation provides absolutely no security
// It's high griefing potential makes this classification
// necessary
//
CheckThreatLevel(ThreatLevel.VeryHigh, "osRegionNotice");
m_host.AddScriptLPS(1);
IDialogModule dm = World.RequestModuleInterface<IDialogModule>();
if (dm != null)
dm.SendGeneralAlert(msg);
}
public void osSetRot(UUID target, Quaternion rotation)
{
// This function has no security. It can be used to destroy
// arbitrary builds the user would normally have no rights to
//
CheckThreatLevel(ThreatLevel.VeryHigh, "osSetRot");
m_host.AddScriptLPS(1);
if (World.Entities.ContainsKey(target))
{
World.Entities[target].Rotation = rotation;
}
else
{
OSSLError("osSetRot: Invalid target");
}
}
public string osSetDynamicTextureURL(string dynamicID, string contentType, string url, string extraParams,
int timer)
{
// This may be upgraded depending on the griefing or DOS
// potential, or guarded with a delay
//
CheckThreatLevel(ThreatLevel.VeryLow, "osSetDynamicTextureURL");
m_host.AddScriptLPS(1);
if (dynamicID == String.Empty)
{
IDynamicTextureManager textureManager = World.RequestModuleInterface<IDynamicTextureManager>();
UUID createdTexture =
textureManager.AddDynamicTextureURL(World.RegionInfo.RegionID, m_host.UUID, contentType, url,
extraParams, timer);
return createdTexture.ToString();
}
else
{
//TODO update existing dynamic textures
}
return UUID.Zero.ToString();
}
public string osSetDynamicTextureURLBlend(string dynamicID, string contentType, string url, string extraParams,
int timer, int alpha)
{
CheckThreatLevel(ThreatLevel.VeryLow, "osSetDynamicTextureURLBlend");
m_host.AddScriptLPS(1);
if (dynamicID == String.Empty)
{
IDynamicTextureManager textureManager = World.RequestModuleInterface<IDynamicTextureManager>();
UUID createdTexture =
textureManager.AddDynamicTextureURL(World.RegionInfo.RegionID, m_host.UUID, contentType, url,
extraParams, timer, true, (byte) alpha);
return createdTexture.ToString();
}
else
{
//TODO update existing dynamic textures
}
return UUID.Zero.ToString();
}
public string osSetDynamicTextureURLBlendFace(string dynamicID, string contentType, string url, string extraParams,
From: Alan Webb <alan_webb@us.ibm.com> This change addresses two issues: [1] It adds a flag field to the blendface call which allows the caller to indicate whether or not the generated asset is temporary, and whether or not the asset being replaced should be explicitly retired fromt the memory cache. The decimal values correspond to: 0 - Permanent asset, do not expire old asset 1 - Permanent asset, expire old asset 2 - Temporary asset, do not expire old asset 3 - Temporary asset, expire old asset '3' corresponds to the default behavior seen today, and is the continued behavior of the non-blendface calls. [2] The dynamic texture routines are highly-asynchronous and can be scheduled simultaneously on a multi-core machine. The nature of the texture management interfaece is such that updates may be lost, and the nature of asynchornous operation means that they may be processed out of order. A lock has been added to ensure that updates are at least atomic. No attempt has been made to enforce ordering. The lock applies to the SceneObjectPart being updated and is held for the lifetime of the TextureEntry used to carry texture updates (the one instance carries all faces supported by the prim). Users of these services should remember that the dynamic texture call is asynchronous and control will be returned *before* the texture update has actually occurred. As a result, a isubsequent GetTexture call may not return the expected asset id. A script must wait for the corresponding TEXTURE_CHANGED event before retrieving any texture information.
2009-06-09 06:39:27 +00:00
bool blend, int disp, int timer, int alpha, int face)
{
CheckThreatLevel(ThreatLevel.VeryLow, "osSetDynamicTextureURLBlendFace");
m_host.AddScriptLPS(1);
if (dynamicID == String.Empty)
{
IDynamicTextureManager textureManager = World.RequestModuleInterface<IDynamicTextureManager>();
UUID createdTexture =
textureManager.AddDynamicTextureURL(World.RegionInfo.RegionID, m_host.UUID, contentType, url,
From: Alan Webb <alan_webb@us.ibm.com> This change addresses two issues: [1] It adds a flag field to the blendface call which allows the caller to indicate whether or not the generated asset is temporary, and whether or not the asset being replaced should be explicitly retired fromt the memory cache. The decimal values correspond to: 0 - Permanent asset, do not expire old asset 1 - Permanent asset, expire old asset 2 - Temporary asset, do not expire old asset 3 - Temporary asset, expire old asset '3' corresponds to the default behavior seen today, and is the continued behavior of the non-blendface calls. [2] The dynamic texture routines are highly-asynchronous and can be scheduled simultaneously on a multi-core machine. The nature of the texture management interfaece is such that updates may be lost, and the nature of asynchornous operation means that they may be processed out of order. A lock has been added to ensure that updates are at least atomic. No attempt has been made to enforce ordering. The lock applies to the SceneObjectPart being updated and is held for the lifetime of the TextureEntry used to carry texture updates (the one instance carries all faces supported by the prim). Users of these services should remember that the dynamic texture call is asynchronous and control will be returned *before* the texture update has actually occurred. As a result, a isubsequent GetTexture call may not return the expected asset id. A script must wait for the corresponding TEXTURE_CHANGED event before retrieving any texture information.
2009-06-09 06:39:27 +00:00
extraParams, timer, blend, disp, (byte) alpha, face);
return createdTexture.ToString();
}
else
{
//TODO update existing dynamic textures
}
return UUID.Zero.ToString();
}
public string osSetDynamicTextureData(string dynamicID, string contentType, string data, string extraParams,
int timer)
{
CheckThreatLevel(ThreatLevel.VeryLow, "osSetDynamicTextureData");
m_host.AddScriptLPS(1);
if (dynamicID == String.Empty)
{
IDynamicTextureManager textureManager = World.RequestModuleInterface<IDynamicTextureManager>();
if (textureManager != null)
{
if (extraParams == String.Empty)
{
extraParams = "256";
}
UUID createdTexture =
textureManager.AddDynamicTextureData(World.RegionInfo.RegionID, m_host.UUID, contentType, data,
extraParams, timer);
return createdTexture.ToString();
}
}
else
{
//TODO update existing dynamic textures
}
return UUID.Zero.ToString();
}
public string osSetDynamicTextureDataBlend(string dynamicID, string contentType, string data, string extraParams,
int timer, int alpha)
{
CheckThreatLevel(ThreatLevel.VeryLow, "osSetDynamicTextureDataBlend");
m_host.AddScriptLPS(1);
if (dynamicID == String.Empty)
{
IDynamicTextureManager textureManager = World.RequestModuleInterface<IDynamicTextureManager>();
if (textureManager != null)
{
if (extraParams == String.Empty)
{
extraParams = "256";
}
UUID createdTexture =
textureManager.AddDynamicTextureData(World.RegionInfo.RegionID, m_host.UUID, contentType, data,
extraParams, timer, true, (byte) alpha);
return createdTexture.ToString();
}
}
else
{
//TODO update existing dynamic textures
}
return UUID.Zero.ToString();
}
public string osSetDynamicTextureDataBlendFace(string dynamicID, string contentType, string data, string extraParams,
From: Alan Webb <alan_webb@us.ibm.com> This change addresses two issues: [1] It adds a flag field to the blendface call which allows the caller to indicate whether or not the generated asset is temporary, and whether or not the asset being replaced should be explicitly retired fromt the memory cache. The decimal values correspond to: 0 - Permanent asset, do not expire old asset 1 - Permanent asset, expire old asset 2 - Temporary asset, do not expire old asset 3 - Temporary asset, expire old asset '3' corresponds to the default behavior seen today, and is the continued behavior of the non-blendface calls. [2] The dynamic texture routines are highly-asynchronous and can be scheduled simultaneously on a multi-core machine. The nature of the texture management interfaece is such that updates may be lost, and the nature of asynchornous operation means that they may be processed out of order. A lock has been added to ensure that updates are at least atomic. No attempt has been made to enforce ordering. The lock applies to the SceneObjectPart being updated and is held for the lifetime of the TextureEntry used to carry texture updates (the one instance carries all faces supported by the prim). Users of these services should remember that the dynamic texture call is asynchronous and control will be returned *before* the texture update has actually occurred. As a result, a isubsequent GetTexture call may not return the expected asset id. A script must wait for the corresponding TEXTURE_CHANGED event before retrieving any texture information.
2009-06-09 06:39:27 +00:00
bool blend, int disp, int timer, int alpha, int face)
{
CheckThreatLevel(ThreatLevel.VeryLow, "osSetDynamicTextureDataBlendFace");
m_host.AddScriptLPS(1);
if (dynamicID == String.Empty)
{
IDynamicTextureManager textureManager = World.RequestModuleInterface<IDynamicTextureManager>();
if (textureManager != null)
{
if (extraParams == String.Empty)
{
extraParams = "256";
}
UUID createdTexture =
textureManager.AddDynamicTextureData(World.RegionInfo.RegionID, m_host.UUID, contentType, data,
From: Alan Webb <alan_webb@us.ibm.com> This change addresses two issues: [1] It adds a flag field to the blendface call which allows the caller to indicate whether or not the generated asset is temporary, and whether or not the asset being replaced should be explicitly retired fromt the memory cache. The decimal values correspond to: 0 - Permanent asset, do not expire old asset 1 - Permanent asset, expire old asset 2 - Temporary asset, do not expire old asset 3 - Temporary asset, expire old asset '3' corresponds to the default behavior seen today, and is the continued behavior of the non-blendface calls. [2] The dynamic texture routines are highly-asynchronous and can be scheduled simultaneously on a multi-core machine. The nature of the texture management interfaece is such that updates may be lost, and the nature of asynchornous operation means that they may be processed out of order. A lock has been added to ensure that updates are at least atomic. No attempt has been made to enforce ordering. The lock applies to the SceneObjectPart being updated and is held for the lifetime of the TextureEntry used to carry texture updates (the one instance carries all faces supported by the prim). Users of these services should remember that the dynamic texture call is asynchronous and control will be returned *before* the texture update has actually occurred. As a result, a isubsequent GetTexture call may not return the expected asset id. A script must wait for the corresponding TEXTURE_CHANGED event before retrieving any texture information.
2009-06-09 06:39:27 +00:00
extraParams, timer, blend, disp, (byte) alpha, face);
return createdTexture.ToString();
}
}
else
{
//TODO update existing dynamic textures
}
return UUID.Zero.ToString();
}
public bool osConsoleCommand(string command)
{
CheckThreatLevel(ThreatLevel.Severe, "osConsoleCommand");
m_host.AddScriptLPS(1);
if (World.Permissions.CanRunConsoleCommand(m_host.OwnerID))
{
MainConsole.Instance.RunCommand(command);
return true;
}
return false;
}
public void osSetPrimFloatOnWater(int floatYN)
{
CheckThreatLevel(ThreatLevel.VeryLow, "osSetPrimFloatOnWater");
m_host.AddScriptLPS(1);
if (m_host.ParentGroup != null)
{
if (m_host.ParentGroup.RootPart != null)
{
m_host.ParentGroup.RootPart.SetFloatOnWater(floatYN);
}
}
}
// Teleport functions
public void osTeleportAgent(string agent, string regionName, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat)
{
// High because there is no security check. High griefer potential
//
CheckThreatLevel(ThreatLevel.High, "osTeleportAgent");
m_host.AddScriptLPS(1);
UUID agentId = new UUID();
if (UUID.TryParse(agent, out agentId))
{
ScenePresence presence = World.GetScenePresence(agentId);
if (presence != null)
{
// agent must be over owners land to avoid abuse
if (m_host.OwnerID
== World.LandChannel.GetLandObject(
presence.AbsolutePosition.X, presence.AbsolutePosition.Y).landData.OwnerID)
{
// Check for hostname , attempt to make a hglink
// and convert the regionName to the target region
2009-06-10 04:28:56 +00:00
if (regionName.Contains(".") && regionName.Contains(":"))
{
// Try to link the region
RegionInfo regInfo = HGHyperlink.TryLinkRegion(World,
presence.ControllingClient,
regionName);
// Get the region name
if (regInfo != null)
{
regionName = regInfo.RegionName;
}
else
{
// Might need to ping the client here in case of failure??
}
}
presence.ControllingClient.SendTeleportLocationStart();
World.RequestTeleportLocation(presence.ControllingClient, regionName,
new Vector3((float)position.x, (float)position.y, (float)position.z),
new Vector3((float)lookat.x, (float)lookat.y, (float)lookat.z), (uint)TPFlags.ViaLocation);
ScriptSleep(5000);
}
}
}
}
// Teleport functions
public void osTeleportAgent(string agent, uint regionX, uint regionY, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat)
{
// High because there is no security check. High griefer potential
//
CheckThreatLevel(ThreatLevel.High, "osTeleportAgent");
ulong regionHandle = Util.UIntsToLong((regionX * (uint)Constants.RegionSize), (regionY * (uint)Constants.RegionSize));
m_host.AddScriptLPS(1);
UUID agentId = new UUID();
if (UUID.TryParse(agent, out agentId))
{
ScenePresence presence = World.GetScenePresence(agentId);
if (presence != null)
{
// agent must be over owners land to avoid abuse
if (m_host.OwnerID
== World.LandChannel.GetLandObject(
presence.AbsolutePosition.X, presence.AbsolutePosition.Y).landData.OwnerID)
{
presence.ControllingClient.SendTeleportLocationStart();
World.RequestTeleportLocation(presence.ControllingClient, regionHandle,
new Vector3((float)position.x, (float)position.y, (float)position.z),
new Vector3((float)lookat.x, (float)lookat.y, (float)lookat.z), (uint)TPFlags.ViaLocation);
ScriptSleep(5000);
}
}
}
}
public void osTeleportAgent(string agent, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat)
{
osTeleportAgent(agent, World.RegionInfo.RegionName, position, lookat);
}
// Functions that get information from the agent itself.
//
// osGetAgentIP - this is used to determine the IP address of
//the client. This is needed to help configure other in world
//resources based on the IP address of the clients connected.
//I think High is a good risk level for this, as it is an
//information leak.
public string osGetAgentIP(string agent)
{
CheckThreatLevel(ThreatLevel.High, "osGetAgentIP");
UUID avatarID = (UUID)agent;
m_host.AddScriptLPS(1);
if (World.Entities.ContainsKey((UUID)agent) && World.Entities[avatarID] is ScenePresence)
{
ScenePresence target = (ScenePresence)World.Entities[avatarID];
EndPoint ep = target.ControllingClient.GetClientEP();
if (ep is IPEndPoint)
{
IPEndPoint ip = (IPEndPoint)ep;
return ip.Address.ToString();
}
}
// fall through case, just return nothing
return "";
}
// Get a list of all the avatars/agents in the region
public LSL_List osGetAgents()
{
// threat level is None as we could get this information with an
// in-world script as well, just not as efficient
CheckThreatLevel(ThreatLevel.None, "osGetAgents");
LSL_List result = new LSL_List();
foreach (ScenePresence avatar in World.GetAvatars())
{
result.Add(avatar.Name);
}
return result;
}
// Adam's super super custom animation functions
public void osAvatarPlayAnimation(string avatar, string animation)
{
CheckThreatLevel(ThreatLevel.VeryHigh, "osAvatarPlayAnimation");
UUID avatarID = (UUID)avatar;
m_host.AddScriptLPS(1);
if (World.Entities.ContainsKey((UUID)avatar) && World.Entities[avatarID] is ScenePresence)
{
ScenePresence target = (ScenePresence)World.Entities[avatarID];
if (target != null)
{
UUID animID=UUID.Zero;
lock (m_host.TaskInventory)
{
foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
{
if (inv.Value.Name == animation)
{
if (inv.Value.Type == (int)AssetType.Animation)
animID = inv.Value.AssetID;
continue;
}
}
}
if (animID == UUID.Zero)
target.AddAnimation(animation, m_host.UUID);
else
target.AddAnimation(animID, m_host.UUID);
}
}
}
public void osAvatarStopAnimation(string avatar, string animation)
{
CheckThreatLevel(ThreatLevel.VeryHigh, "osAvatarStopAnimation");
UUID avatarID = (UUID)avatar;
m_host.AddScriptLPS(1);
if (World.Entities.ContainsKey(avatarID) && World.Entities[avatarID] is ScenePresence)
{
ScenePresence target = (ScenePresence)World.Entities[avatarID];
if (target != null)
{
UUID animID=UUID.Zero;
lock (m_host.TaskInventory)
{
foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
{
if (inv.Value.Name == animation)
{
if (inv.Value.Type == (int)AssetType.Animation)
animID = inv.Value.AssetID;
continue;
}
}
}
if (animID == UUID.Zero)
target.RemoveAnimation(animation);
else
target.RemoveAnimation(animID);
}
}
}
//Texture draw functions
public string osMovePen(string drawList, int x, int y)
{
CheckThreatLevel(ThreatLevel.None, "osMovePen");
m_host.AddScriptLPS(1);
drawList += "MoveTo " + x + "," + y + ";";
return drawList;
}
public string osDrawLine(string drawList, int startX, int startY, int endX, int endY)
{
CheckThreatLevel(ThreatLevel.None, "osDrawLine");
m_host.AddScriptLPS(1);
drawList += "MoveTo "+ startX+","+ startY +"; LineTo "+endX +","+endY +"; ";
return drawList;
}
public string osDrawLine(string drawList, int endX, int endY)
{
CheckThreatLevel(ThreatLevel.None, "osDrawLine");
m_host.AddScriptLPS(1);
drawList += "LineTo " + endX + "," + endY + "; ";
return drawList;
}
public string osDrawText(string drawList, string text)
{
CheckThreatLevel(ThreatLevel.None, "osDrawText");
m_host.AddScriptLPS(1);
drawList += "Text " + text + "; ";
return drawList;
}
public string osDrawEllipse(string drawList, int width, int height)
{
CheckThreatLevel(ThreatLevel.None, "osDrawEllipse");
m_host.AddScriptLPS(1);
drawList += "Ellipse " + width + "," + height + "; ";
return drawList;
}
public string osDrawRectangle(string drawList, int width, int height)
{
CheckThreatLevel(ThreatLevel.None, "osDrawRectangle");
m_host.AddScriptLPS(1);
drawList += "Rectangle " + width + "," + height + "; ";
return drawList;
}
public string osDrawFilledRectangle(string drawList, int width, int height)
{
CheckThreatLevel(ThreatLevel.None, "osDrawFilledRectangle");
m_host.AddScriptLPS(1);
drawList += "FillRectangle " + width + "," + height + "; ";
return drawList;
}
public string osDrawFilledPolygon(string drawList, LSL_List x, LSL_List y)
{
CheckThreatLevel(ThreatLevel.None, "osDrawFilledPolygon");
m_host.AddScriptLPS(1);
if (x.Length != y.Length || x.Length < 3)
{
return "";
}
drawList += "FillPolygon " + x.GetLSLStringItem(0) + "," + y.GetLSLStringItem(0);
for (int i = 1; i < x.Length; i++)
{
drawList += "," + x.GetLSLStringItem(i) + "," + y.GetLSLStringItem(i);
}
drawList += "; ";
return drawList;
}
public string osDrawPolygon(string drawList, LSL_List x, LSL_List y)
{
CheckThreatLevel(ThreatLevel.None, "osDrawFilledPolygon");
m_host.AddScriptLPS(1);
if (x.Length != y.Length || x.Length < 3)
{
return "";
}
drawList += "Polygon " + x.GetLSLStringItem(0) + "," + y.GetLSLStringItem(0);
for (int i = 1; i < x.Length; i++)
{
drawList += "," + x.GetLSLStringItem(i) + "," + y.GetLSLStringItem(i);
}
drawList += "; ";
return drawList;
}
public string osSetFontSize(string drawList, int fontSize)
{
CheckThreatLevel(ThreatLevel.None, "osSetFontSize");
m_host.AddScriptLPS(1);
drawList += "FontSize "+ fontSize +"; ";
return drawList;
}
public string osSetPenSize(string drawList, int penSize)
{
CheckThreatLevel(ThreatLevel.None, "osSetPenSize");
m_host.AddScriptLPS(1);
drawList += "PenSize " + penSize + "; ";
return drawList;
}
public string osSetPenColour(string drawList, string colour)
{
CheckThreatLevel(ThreatLevel.None, "osSetPenColour");
m_host.AddScriptLPS(1);
drawList += "PenColour " + colour + "; ";
return drawList;
}
public string osSetPenCap(string drawList, string direction, string type)
{
CheckThreatLevel(ThreatLevel.None, "osSetPenColour");
m_host.AddScriptLPS(1);
drawList += "PenCap " + direction + "," + type + "; ";
return drawList;
}
public string osDrawImage(string drawList, int width, int height, string imageUrl)
{
CheckThreatLevel(ThreatLevel.None, "osDrawImage");
m_host.AddScriptLPS(1);
drawList +="Image " +width + "," + height+ ","+ imageUrl +"; " ;
return drawList;
}
public LSL_Vector osGetDrawStringSize(string contentType, string text, string fontName, int fontSize)
{
CheckThreatLevel(ThreatLevel.VeryLow, "osGetDrawStringSize");
m_host.AddScriptLPS(1);
LSL_Vector vec = new LSL_Vector(0,0,0);
IDynamicTextureManager textureManager = World.RequestModuleInterface<IDynamicTextureManager>();
if (textureManager != null)
{
double xSize, ySize;
textureManager.GetDrawStringSize(contentType, text, fontName, fontSize,
out xSize, out ySize);
vec.x = xSize;
vec.y = ySize;
}
return vec;
}
public void osSetStateEvents(int events)
{
// This function is a hack. There is no reason for it's existence
// anymore, since state events now work properly.
// It was probably added as a crutch or debugging aid, and
// should be removed
//
CheckThreatLevel(ThreatLevel.High, "osSetStateEvents");
m_host.SetScriptEvents(m_itemID, events);
}
public void osSetRegionWaterHeight(double height)
{
CheckThreatLevel(ThreatLevel.High, "osSetRegionWaterHeight");
m_host.AddScriptLPS(1);
//Check to make sure that the script's owner is the estate manager/master
//World.Permissions.GenericEstatePermission(
if (World.Permissions.IsGod(m_host.OwnerID))
{
World.EventManager.TriggerRequestChangeWaterHeight((float)height);
}
}
/// <summary>
/// Changes the Region Sun Settings, then Triggers a Sun Update
/// </summary>
/// <param name="useEstateSun">True to use Estate Sun instead of Region Sun</param>
/// <param name="sunFixed">True to keep the sun stationary</param>
/// <param name="sunHour">The "Sun Hour" that is desired, 0...24, with 0 just after SunRise</param>
public void osSetRegionSunSettings(bool useEstateSun, bool sunFixed, double sunHour)
{
CheckThreatLevel(ThreatLevel.Nuisance, "osSetRegionSunSettings");
m_host.AddScriptLPS(1);
//Check to make sure that the script's owner is the estate manager/master
//World.Permissions.GenericEstatePermission(
if (World.Permissions.IsGod(m_host.OwnerID))
{
while (sunHour > 24.0)
sunHour -= 24.0;
while (sunHour < 0)
sunHour += 24.0;
World.RegionInfo.RegionSettings.UseEstateSun = useEstateSun;
World.RegionInfo.RegionSettings.SunPosition = sunHour + 6; // LL Region Sun Hour is 6 to 30
World.RegionInfo.RegionSettings.FixedSun = sunFixed;
World.RegionInfo.RegionSettings.Save();
World.EventManager.TriggerEstateToolsSunUpdate(World.RegionInfo.RegionHandle, sunFixed, useEstateSun, (float)sunHour);
}
}
/// <summary>
/// Changes the Estate Sun Settings, then Triggers a Sun Update
/// </summary>
/// <param name="sunFixed">True to keep the sun stationary, false to use global time</param>
/// <param name="sunHour">The "Sun Hour" that is desired, 0...24, with 0 just after SunRise</param>
public void osSetEstateSunSettings(bool sunFixed, double sunHour)
{
CheckThreatLevel(ThreatLevel.Nuisance, "osSetEstateSunSettings");
m_host.AddScriptLPS(1);
//Check to make sure that the script's owner is the estate manager/master
//World.Permissions.GenericEstatePermission(
if (World.Permissions.IsGod(m_host.OwnerID))
{
while (sunHour > 24.0)
sunHour -= 24.0;
while (sunHour < 0)
sunHour += 24.0;
World.RegionInfo.EstateSettings.UseGlobalTime = !sunFixed;
World.RegionInfo.EstateSettings.SunPosition = sunHour;
World.RegionInfo.EstateSettings.FixedSun = sunFixed;
World.RegionInfo.EstateSettings.Save();
World.EventManager.TriggerEstateToolsSunUpdate(World.RegionInfo.RegionHandle, sunFixed, World.RegionInfo.RegionSettings.UseEstateSun, (float)sunHour);
}
}
/// <summary>
/// Return the current Sun Hour 0...24, with 0 being roughly sun-rise
/// </summary>
/// <returns></returns>
public double osGetCurrentSunHour()
{
CheckThreatLevel(ThreatLevel.None, "osGetCurrentSunHour");
m_host.AddScriptLPS(1);
// Must adjust for the fact that Region Sun Settings are still LL offset
double sunHour = World.RegionInfo.RegionSettings.SunPosition - 6;
// See if the sun module has registered itself, if so it's authoritative
ISunModule module = World.RequestModuleInterface<ISunModule>();
if (module != null)
{
sunHour = module.GetCurrentSunHour();
}
return sunHour;
}
public double osSunGetParam(string param)
{
CheckThreatLevel(ThreatLevel.None, "osSunGetParam");
m_host.AddScriptLPS(1);
double value = 0.0;
ISunModule module = World.RequestModuleInterface<ISunModule>();
if (module != null)
{
value = module.GetSunParameter(param);
}
return value;
}
public void osSunSetParam(string param, double value)
{
CheckThreatLevel(ThreatLevel.None, "osSunSetParam");
m_host.AddScriptLPS(1);
ISunModule module = World.RequestModuleInterface<ISunModule>();
if (module != null)
{
module.SetSunParameter(param, value);
}
}
public string osWindActiveModelPluginName()
{
CheckThreatLevel(ThreatLevel.None, "osWindActiveModelPluginName");
m_host.AddScriptLPS(1);
IWindModule module = World.RequestModuleInterface<IWindModule>();
if (module != null)
{
return module.WindActiveModelPluginName;
}
return String.Empty;
}
public void osWindParamSet(string plugin, string param, float value)
{
CheckThreatLevel(ThreatLevel.VeryLow, "osWindParamSet");
m_host.AddScriptLPS(1);
IWindModule module = World.RequestModuleInterface<IWindModule>();
if (module != null)
{
try
{
module.WindParamSet(plugin, param, value);
}
catch (Exception) { }
}
}
public float osWindParamGet(string plugin, string param)
{
CheckThreatLevel(ThreatLevel.VeryLow, "osWindParamGet");
m_host.AddScriptLPS(1);
IWindModule module = World.RequestModuleInterface<IWindModule>();
if (module != null)
{
return module.WindParamGet(plugin, param);
}
return 0.0f;
}
public double osList2Double(LSL_Types.list src, int index)
{
// There is really no double type in OSSL. C# and other
// have one, but the current implementation of LSL_Types.list
// is not allowed to contain any.
// This really should be removed.
//
CheckThreatLevel(ThreatLevel.None, "osList2Double");
m_host.AddScriptLPS(1);
if (index < 0)
{
index = src.Length + index;
}
if (index >= src.Length)
{
return 0.0;
}
return Convert.ToDouble(src.Data[index]);
}
public void osSetParcelMediaURL(string url)
{
// What actually is the difference to the LL function?
//
CheckThreatLevel(ThreatLevel.VeryLow, "osSetParcelMediaURL");
m_host.AddScriptLPS(1);
ILandObject land
= World.LandChannel.GetLandObject(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y);
if (land.landData.OwnerID != m_host.ObjectOwner)
return;
land.SetMediaUrl(url);
}
public string osGetScriptEngineName()
{
// This gets a "high" because knowing the engine may be used
// to exploit engine-specific bugs or induce usage patterns
// that trigger engine-specific failures.
// Besides, public grid users aren't supposed to know.
//
CheckThreatLevel(ThreatLevel.High, "osGetScriptEngineName");
m_host.AddScriptLPS(1);
int scriptEngineNameIndex = 0;
if (!String.IsNullOrEmpty(m_ScriptEngine.ScriptEngineName))
{
// parse off the "ScriptEngine."
scriptEngineNameIndex = m_ScriptEngine.ScriptEngineName.IndexOf(".", scriptEngineNameIndex);
scriptEngineNameIndex++; // get past delimiter
int scriptEngineNameLength = m_ScriptEngine.ScriptEngineName.Length - scriptEngineNameIndex;
// create char array then a string that is only the script engine name
Char[] scriptEngineNameCharArray = m_ScriptEngine.ScriptEngineName.ToCharArray(scriptEngineNameIndex, scriptEngineNameLength);
String scriptEngineName = new String(scriptEngineNameCharArray);
return scriptEngineName;
}
else
{
return String.Empty;
}
}
public string osGetSimulatorVersion()
{
// High because it can be used to target attacks to known weaknesses
// This would allow a new class of griefer scripts that don't even
// require their user to know what they are doing (see script
// kiddie)
//
CheckThreatLevel(ThreatLevel.High,"osGetSimulatorVersion");
m_host.AddScriptLPS(1);
return m_ScriptEngine.World.GetSimulatorVersion();
}
public Hashtable osParseJSON(string JSON)
{
CheckThreatLevel(ThreatLevel.None, "osParseJSON");
m_host.AddScriptLPS(1);
// see http://www.json.org/ for more details on JSON
string currentKey = null;
Stack objectStack = new Stack(); // objects in JSON can be nested so we need to keep a track of this
Hashtable jsondata = new Hashtable(); // the hashtable to be returned
int i = 0;
try
{
// iterate through the serialised stream of tokens and store at the right depth in the hashtable
// the top level hashtable may contain more nested hashtables within it each containing an objects representation
for (i = 0; i < JSON.Length; i++)
{
// m_log.Debug(""+JSON[i]);
switch (JSON[i])
{
case '{':
// create hashtable and add it to the stack or array if we are populating one, we can have a lot of nested objects in JSON
Hashtable currentObject = new Hashtable();
if (objectStack.Count == 0) // the stack should only be empty for the first outer object
{
objectStack.Push(jsondata);
}
else if (objectStack.Peek().ToString() == "System.Collections.ArrayList")
{
// add it to the parent array
((ArrayList)objectStack.Peek()).Add(currentObject);
objectStack.Push(currentObject);
}
else
{
// add it to the parent hashtable
((Hashtable)objectStack.Peek()).Add(currentKey,currentObject);
objectStack.Push(currentObject);
}
// clear the key
currentKey = null;
break;
case '}':
// pop the hashtable off the stack
objectStack.Pop();
break;
case '"':// string boundary
string tokenValue = "";
i++; // move to next char
// just loop through until the next quote mark storing the string, ignore quotes with pre-ceding \
while (JSON[i] != '"')
{
tokenValue += JSON[i];
// handle escaped double quotes \"
if (JSON[i] == '\\' && JSON[i+1] == '"')
{
tokenValue += JSON[i+1];
i++;
}
i++;
}
// ok we've got a string, if we've got an array on the top of the stack then we store it
if (objectStack.Peek().ToString() == "System.Collections.ArrayList")
{
((ArrayList)objectStack.Peek()).Add(tokenValue);
}
else if (currentKey == null) // no key stored and its not an array this must be a key so store it
{
currentKey = tokenValue;
}
else
{
// we have a key so lets store this value
((Hashtable)objectStack.Peek()).Add(currentKey,tokenValue);
// now lets clear the key, we're done with it and moving on
currentKey = null;
}
break;
case ':':// key : value separator
// just ignore
break;
case ' ':// spaces
// just ignore
break;
case '[': // array start
ArrayList currentArray = new ArrayList();
if (objectStack.Peek().ToString() == "System.Collections.ArrayList")
{
((ArrayList)objectStack.Peek()).Add(currentArray);
}
else
{
((Hashtable)objectStack.Peek()).Add(currentKey,currentArray);
// clear the key
currentKey = null;
}
objectStack.Push(currentArray);
break;
case ',':// seperator
// just ignore
break;
case ']'://Array end
// pop the array off the stack
objectStack.Pop();
break;
case 't': // we've found a character start not in quotes, it must be a boolean true
if (objectStack.Peek().ToString() == "System.Collections.ArrayList")
{
((ArrayList)objectStack.Peek()).Add(true);
}
else
{
((Hashtable)objectStack.Peek()).Add(currentKey,true);
currentKey = null;
}
//advance the counter to the letter 'e'
i = i + 3;
break;
case 'f': // we've found a character start not in quotes, it must be a boolean false
if (objectStack.Peek().ToString() == "System.Collections.ArrayList")
{
((ArrayList)objectStack.Peek()).Add(false);
}
else
{
((Hashtable)objectStack.Peek()).Add(currentKey,false);
currentKey = null;
}
//advance the counter to the letter 'e'
i = i + 4;
break;
case '\n':// carriage return
// just ignore
break;
case '\r':// carriage return
// just ignore
break;
default:
// ok here we're catching all numeric types int,double,long we might want to spit these up mr accurately
// but for now we'll just do them as strings
string numberValue = "";
// just loop through until the next known marker quote mark storing the string
while (JSON[i] != '"' && JSON[i] != ',' && JSON[i] != ']' && JSON[i] != '}' && JSON[i] != ' ')
{
numberValue += "" + JSON[i++];
}
i--; // we want to process this caracter that marked the end of this string in the main loop
// ok we've got a string, if we've got an array on the top of the stack then we store it
if (objectStack.Peek().ToString() == "System.Collections.ArrayList")
{
((ArrayList)objectStack.Peek()).Add(numberValue);
}
else
{
// we have a key so lets store this value
((Hashtable)objectStack.Peek()).Add(currentKey,numberValue);
// now lets clear the key, we're done with it and moving on
currentKey = null;
}
break;
}
}
}
catch(Exception)
{
OSSLError("osParseJSON: The JSON string is not valid " + JSON) ;
}
return jsondata;
}
// send a message to to object identified by the given UUID, a script in the object must implement the dataserver function
// the dataserver function is passed the ID of the calling function and a string message
public void osMessageObject(LSL_Key objectUUID, string message)
{
CheckThreatLevel(ThreatLevel.Low, "osMessageObject");
m_host.AddScriptLPS(1);
object[] resobj = new object[] { new LSL_Types.LSLString(m_host.UUID.ToString()), new LSL_Types.LSLString(message) };
SceneObjectPart sceneOP = World.GetSceneObjectPart(new UUID(objectUUID));
m_ScriptEngine.PostObjectEvent(
sceneOP.LocalId, new EventParams(
"dataserver", resobj, new DetectParams[0]));
}
// This needs ThreatLevel high. It is an excellent griefer tool,
// In a loop, it can cause asset bloat and DOS levels of asset
// writes.
//
public void osMakeNotecard(string notecardName, LSL_Types.list contents)
{
CheckThreatLevel(ThreatLevel.High, "osMakeNotecard");
m_host.AddScriptLPS(1);
// Create new asset
AssetBase asset = new AssetBase();
asset.Name = notecardName;
asset.Description = "Script Generated Notecard";
asset.Type = 7;
asset.FullID = UUID.Random();
string notecardData = "";
for (int i = 0; i < contents.Length; i++) {
notecardData += contents.GetLSLStringItem(i) + "\n";
}
int textLength = notecardData.Length;
notecardData = "Linden text version 2\n{\nLLEmbeddedItems version 1\n{\ncount 0\n}\nText length "
+ textLength.ToString() + "\n" + notecardData + "}\n";
asset.Data = Encoding.ASCII.GetBytes(notecardData);
World.AssetService.Store(asset);
// Create Task Entry
TaskInventoryItem taskItem=new TaskInventoryItem();
taskItem.ResetIDs(m_host.UUID);
taskItem.ParentID = m_host.UUID;
taskItem.CreationDate = (uint)Util.UnixTimeSinceEpoch();
taskItem.Name = asset.Name;
taskItem.Description = asset.Description;
taskItem.Type = (int)AssetType.Notecard;
taskItem.InvType = (int)InventoryType.Notecard;
taskItem.OwnerID = m_host.OwnerID;
taskItem.CreatorID = m_host.OwnerID;
taskItem.BasePermissions = (uint)PermissionMask.All;
taskItem.CurrentPermissions = (uint)PermissionMask.All;
taskItem.EveryonePermissions = 0;
taskItem.NextPermissions = (uint)PermissionMask.All;
taskItem.GroupID = m_host.GroupID;
taskItem.GroupPermissions = 0;
taskItem.Flags = 0;
taskItem.PermsGranter = UUID.Zero;
taskItem.PermsMask = 0;
taskItem.AssetID = asset.FullID;
m_host.Inventory.AddInventoryItem(taskItem, false);
}
/*Instead of using the LSL Dataserver event to pull notecard data,
this will simply read the requested line and return its data as a string.
Warning - due to the synchronous method this function uses to fetch assets, its use
may be dangerous and unreliable while running in grid mode.
*/
public string osGetNotecardLine(string name, int line)
{
CheckThreatLevel(ThreatLevel.VeryHigh, "osGetNotecardLine");
m_host.AddScriptLPS(1);
UUID assetID = UUID.Zero;
if (!UUID.TryParse(name, out assetID))
{
foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
{
if (item.Type == 7 && item.Name == name)
{
assetID = item.AssetID;
}
}
}
if (assetID == UUID.Zero)
{
OSSLShoutError("Notecard '" + name + "' could not be found.");
return "ERROR!";
}
if (!NotecardCache.IsCached(assetID))
{
AssetBase a = World.AssetService.Get(assetID.ToString());
if (a != null)
{
System.Text.ASCIIEncoding enc = new System.Text.ASCIIEncoding();
string data = enc.GetString(a.Data);
NotecardCache.Cache(assetID, data);
}
else
{
OSSLShoutError("Notecard '" + name + "' could not be found.");
return "ERROR!";
}
};
return NotecardCache.GetLine(assetID, line, 255);
}
/*Instead of using the LSL Dataserver event to pull notecard data line by line,
this will simply read the entire notecard and return its data as a string.
Warning - due to the synchronous method this function uses to fetch assets, its use
may be dangerous and unreliable while running in grid mode.
*/
public string osGetNotecard(string name)
{
CheckThreatLevel(ThreatLevel.VeryHigh, "osGetNotecard");
m_host.AddScriptLPS(1);
UUID assetID = UUID.Zero;
string NotecardData = "";
if (!UUID.TryParse(name, out assetID))
{
foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
{
if (item.Type == 7 && item.Name == name)
{
assetID = item.AssetID;
}
}
}
if (assetID == UUID.Zero)
{
OSSLShoutError("Notecard '" + name + "' could not be found.");
return "ERROR!";
}
if (!NotecardCache.IsCached(assetID))
{
AssetBase a = World.AssetService.Get(assetID.ToString());
if (a != null)
{
System.Text.ASCIIEncoding enc = new System.Text.ASCIIEncoding();
string data = enc.GetString(a.Data);
NotecardCache.Cache(assetID, data);
}
else
{
OSSLShoutError("Notecard '" + name + "' could not be found.");
return "ERROR!";
}
};
for (int count = 0; count < NotecardCache.GetLines(assetID); count++)
{
NotecardData += NotecardCache.GetLine(assetID, count, 255) + "\n";
}
return NotecardData;
}
/*Instead of using the LSL Dataserver event to pull notecard data,
this will simply read the number of note card lines and return this data as an integer.
Warning - due to the synchronous method this function uses to fetch assets, its use
may be dangerous and unreliable while running in grid mode.
*/
public int osGetNumberOfNotecardLines(string name)
{
CheckThreatLevel(ThreatLevel.VeryHigh, "osGetNumberOfNotecardLines");
m_host.AddScriptLPS(1);
UUID assetID = UUID.Zero;
if (!UUID.TryParse(name, out assetID))
{
foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
{
if (item.Type == 7 && item.Name == name)
{
assetID = item.AssetID;
}
}
}
if (assetID == UUID.Zero)
{
OSSLShoutError("Notecard '" + name + "' could not be found.");
return -1;
}
if (!NotecardCache.IsCached(assetID))
{
AssetBase a = World.AssetService.Get(assetID.ToString());
if (a != null)
{
System.Text.ASCIIEncoding enc = new System.Text.ASCIIEncoding();
string data = enc.GetString(a.Data);
NotecardCache.Cache(assetID, data);
}
else
{
OSSLShoutError("Notecard '" + name + "' could not be found.");
return -1;
}
};
return NotecardCache.GetLines(assetID);
}
public string osAvatarName2Key(string firstname, string lastname)
{
CheckThreatLevel(ThreatLevel.Low, "osAvatarName2Key");
CachedUserInfo userInfo = World.CommsManager.UserProfileCacheService.GetUserDetails(firstname, lastname);
if (null == userInfo)
{
return UUID.Zero.ToString();
}
else
{
return userInfo.UserProfile.ID.ToString();
}
}
public string osKey2Name(string id)
{
CheckThreatLevel(ThreatLevel.Low, "osKey2Name");
UUID key = new UUID();
if (UUID.TryParse(id, out key))
{
CachedUserInfo userInfo = World.CommsManager.UserProfileCacheService.GetUserDetails(key);
if (null == userInfo)
{
return "";
}
else
{
return userInfo.UserProfile.Name;
}
}
else
{
return "";
}
}
/// Threat level is Moderate because intentional abuse, for instance
/// scripts that are written to be malicious only on one grid,
/// for instance in a HG scenario, are a distinct possibility.
///
/// Use value from the config file and return it.
///
public string osGetGridNick()
{
CheckThreatLevel(ThreatLevel.Moderate, "osGetGridNick");
m_host.AddScriptLPS(1);
string nick = "hippogrid";
IConfigSource config = new IniConfigSource(Application.iniFilePath);
if (config.Configs["GridInfo"] != null)
nick = config.Configs["GridInfo"].GetString("gridnick", nick);
return nick;
}
public string osGetGridName()
{
CheckThreatLevel(ThreatLevel.Moderate, "osGetGridName");
m_host.AddScriptLPS(1);
string name = "the lost continent of hippo";
IConfigSource config = new IniConfigSource(Application.iniFilePath);
if (config.Configs["GridInfo"] != null)
name = config.Configs["GridInfo"].GetString("gridname", name);
return name;
}
public string osGetGridLoginURI()
{
CheckThreatLevel(ThreatLevel.Moderate, "osGetGridLoginURI");
m_host.AddScriptLPS(1);
string loginURI = "http://127.0.0.1:9000/";
IConfigSource config = new IniConfigSource(Application.iniFilePath);
if (config.Configs["GridInfo"] != null)
loginURI = config.Configs["GridInfo"].GetString("login", loginURI);
return loginURI;
}
public LSL_String osFormatString(string str, LSL_List strings)
{
CheckThreatLevel(ThreatLevel.Low, "osFormatString");
m_host.AddScriptLPS(1);
return String.Format(str, strings.Data);
}
public LSL_List osMatchString(string src, string pattern, int start)
{
CheckThreatLevel(ThreatLevel.High, "osMatchString");
m_host.AddScriptLPS(1);
LSL_List result = new LSL_List();
// Normalize indices (if negative).
// After normlaization they may still be
// negative, but that is now relative to
// the start, rather than the end, of the
// sequence.
if (start < 0)
{
start = src.Length + start;
}
if (start < 0 || start >= src.Length)
{
return result; // empty list
}
// Find matches beginning at start position
Regex matcher = new Regex(pattern);
Match match = matcher.Match(src, start);
if (match.Success)
{
foreach (System.Text.RegularExpressions.Group g in match.Groups)
{
if (g.Success)
{
result.Add(g.Value);
result.Add(g.Index);
}
}
}
return result;
}
public string osLoadedCreationDate()
{
CheckThreatLevel(ThreatLevel.Low, "osLoadedCreationDate");
m_host.AddScriptLPS(1);
return World.RegionInfo.RegionSettings.LoadedCreationDate;
}
public string osLoadedCreationTime()
{
CheckThreatLevel(ThreatLevel.Low, "osLoadedCreationTime");
m_host.AddScriptLPS(1);
return World.RegionInfo.RegionSettings.LoadedCreationTime;
}
public string osLoadedCreationID()
{
CheckThreatLevel(ThreatLevel.Low, "osLoadedCreationID");
m_host.AddScriptLPS(1);
return World.RegionInfo.RegionSettings.LoadedCreationID;
}
// Threat level is 'Low' because certain users could possibly be tricked into
// dropping an unverified script into one of their own objects, which could
// then gather the physical construction details of the object and transmit it
// to an unscrupulous third party, thus permitting unauthorized duplication of
// the object's form.
//
2009-08-08 15:43:13 +00:00
public LSL_List osGetLinkPrimitiveParams(int linknumber, LSL_List rules)
{
2009-08-08 15:43:13 +00:00
CheckThreatLevel(ThreatLevel.High, "osGetLinkPrimitiveParams");
m_host.AddScriptLPS(1);
InitLSL();
LSL_List retVal = new LSL_List();
2009-08-08 15:43:13 +00:00
List<SceneObjectPart> parts = ((LSL_Api)m_LSL_Api).GetLinkParts(linknumber);
foreach (SceneObjectPart part in parts)
{
2009-08-08 15:43:13 +00:00
retVal += ((LSL_Api)m_LSL_Api).GetLinkPrimitiveParams(part, rules);
}
return retVal;
}
public LSL_Key osNpcCreate(string firstname, string lastname, LSL_Vector position, LSL_Key cloneFrom)
{
CheckThreatLevel(ThreatLevel.High, "osNpcCreate");
//QueueUserWorkItem
INPCModule module = World.RequestModuleInterface<INPCModule>();
if (module != null)
{
UUID x = module.CreateNPC(firstname,
lastname,
new Vector3((float) position.x, (float) position.y, (float) position.z),
World,
new UUID(cloneFrom));
return new LSL_Key(x.ToString());
}
return new LSL_Key(UUID.Zero.ToString());
}
public void osNpcMoveTo(LSL_Key npc, LSL_Vector position)
{
CheckThreatLevel(ThreatLevel.High, "osNpcMoveTo");
INPCModule module = World.RequestModuleInterface<INPCModule>();
if (module != null)
{
Vector3 pos = new Vector3((float) position.x, (float) position.y, (float) position.z);
module.Autopilot(new UUID(npc.m_string), World, pos);
}
}
public void osNpcSay(LSL_Key npc, string message)
{
CheckThreatLevel(ThreatLevel.High, "osNpcSay");
INPCModule module = World.RequestModuleInterface<INPCModule>();
if (module != null)
{
module.Say(new UUID(npc.m_string), World, message);
}
}
public void osNpcRemove(LSL_Key npc)
{
CheckThreatLevel(ThreatLevel.High, "osNpcRemove");
INPCModule module = World.RequestModuleInterface<INPCModule>();
if (module != null)
{
module.DeleteNPC(new UUID(npc.m_string), World);
}
}
}
}