Implement taking of coalesced objects.

WARNING!!!!!
You can TAKE them, but you can't REZ them again. Only the first of the contained
objects will rez, the rest is inaccessible until rezzing them is implemented.
Also, rotations are not explicitly stored. This MAY work. Or not.
avinationmerge
Melanie 2010-10-07 01:13:17 +02:00
parent 42f76773a1
commit 2db0ac74c7
4 changed files with 311 additions and 242 deletions

View File

@ -28,6 +28,7 @@
using System;
using System.Collections.Generic;
using System.Net;
using System.Xml;
using System.Reflection;
using System.Threading;
@ -191,11 +192,11 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
public virtual UUID DeleteToInventory(DeRezAction action, UUID folderID,
List<SceneObjectGroup> objectGroups, IClientAPI remoteClient)
{
// HACK: This is only working for lists containing a single item!
// It's just a hack to make this WIP compile and run. Nothing
// currently calls this with multiple items.
UUID ret = UUID.Zero;
// The following code groups the SOG's by owner. No objects
// belonging to different people can be coalesced, for obvious
// reasons.
Dictionary<UUID, List<SceneObjectGroup>> deletes =
new Dictionary<UUID, List<SceneObjectGroup>>();
@ -207,17 +208,19 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
deletes[g.OwnerID].Add(g);
}
foreach (List<SceneObjectGroup> objlist in deletes.Values)
ret = DeleteToInventory(action, folderID, objlist, remoteClient);
return ret;
}
private UUID DeleteToInventory(DeRezAction action, UUID folderID,
SceneObjectGroup objectGroup, IClientAPI remoteClient)
{
// This is pethod scoped and will be returned. It will be the
// last created asset id
UUID assetID = UUID.Zero;
// Each iteration is really a separate asset being created,
// with distinct destinations as well.
foreach (List<SceneObjectGroup> objlist in deletes.Values)
{
Dictionary<UUID, string> xmlStrings =
new Dictionary<UUID, string>();
foreach (SceneObjectGroup objectGroup in objlist)
{
Vector3 inventoryStoredPosition = new Vector3
(((objectGroup.AbsolutePosition.X > (int)Constants.RegionSize)
? 250
@ -237,10 +240,70 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
objectGroup.AbsolutePosition = inventoryStoredPosition;
// Make sure all bits but the ones we want are clear
// on take.
// This will be applied to the current perms, so
// it will do what we want.
objectGroup.RootPart.NextOwnerMask &=
((uint)PermissionMask.Copy |
(uint)PermissionMask.Transfer |
(uint)PermissionMask.Modify);
objectGroup.RootPart.NextOwnerMask |=
(uint)PermissionMask.Move;
string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(objectGroup);
objectGroup.AbsolutePosition = originalPosition;
xmlStrings[objectGroup.UUID] = sceneObjectXml;
}
string itemXml;
if (objlist.Count > 1)
{
float minX, minY, minZ;
float maxX, maxY, maxZ;
Vector3[] offsets = m_Scene.GetCombinedBoundingBox(objlist,
out minX, out maxX, out minY, out maxY,
out minZ, out maxZ);
// CreateWrapper
XmlDocument itemDoc = new XmlDocument();
XmlElement root = itemDoc.CreateElement("", "CoalescedObject", "");
itemDoc.AppendChild(root);
// Embed the offsets into the group XML
for ( int i = 0 ; i < objlist.Count ; i++ )
{
XmlDocument doc = new XmlDocument();
SceneObjectGroup g = objlist[i];
doc.LoadXml(xmlStrings[g.UUID]);
XmlElement e = (XmlElement)doc.SelectSingleNode("/SceneObjectGroup");
e.SetAttribute("offsetx", offsets[i].X.ToString());
e.SetAttribute("offsety", offsets[i].Y.ToString());
e.SetAttribute("offsetz", offsets[i].Z.ToString());
XmlNode objectNode = itemDoc.ImportNode(e, true);
root.AppendChild(objectNode);
}
float sizeX = maxX - minX;
float sizeY = maxY - minY;
float sizeZ = maxZ - minZ;
root.SetAttribute("x", sizeX.ToString());
root.SetAttribute("y", sizeY.ToString());
root.SetAttribute("z", sizeZ.ToString());
itemXml = itemDoc.InnerXml;
}
else
{
itemXml = xmlStrings[objlist[0].UUID];
}
// Get the user info of the item destination
//
UUID userID = UUID.Zero;
@ -261,7 +324,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
// All returns / deletes go to the object owner
//
userID = objectGroup.RootPart.OwnerID;
userID = objlist[0].RootPart.OwnerID;
}
if (userID == UUID.Zero) // Can't proceed
@ -280,7 +343,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
if (DeRezAction.SaveToExistingUserInventoryItem == action)
{
item = new InventoryItemBase(objectGroup.RootPart.FromUserInventoryItemID, userID);
item = new InventoryItemBase(objlist[0].RootPart.FromUserInventoryItemID, userID);
item = m_Scene.InventoryService.GetItem(item);
//item = userInfo.RootFolder.FindItem(
@ -290,7 +353,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
{
m_log.DebugFormat(
"[AGENT INVENTORY]: Object {0} {1} scheduled for save to inventory has already been deleted.",
objectGroup.Name, objectGroup.UUID);
objlist[0].Name, objlist[0].UUID);
return UUID.Zero;
}
}
@ -303,7 +366,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
// Deleting someone else's item
//
if (remoteClient == null ||
objectGroup.OwnerID != remoteClient.AgentId)
objlist[0].OwnerID != remoteClient.AgentId)
{
folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.LostAndFoundFolder);
@ -332,7 +395,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
else
{
if (remoteClient == null ||
objectGroup.OwnerID != remoteClient.AgentId)
objlist[0].OwnerID != remoteClient.AgentId)
{
// Taking copy of another person's item. Take to
// Objects folder.
@ -353,9 +416,9 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
//
if (action == DeRezAction.Take || action == DeRezAction.TakeCopy)
{
if (objectGroup.RootPart.FromFolderID != UUID.Zero)
if (objlist[0].RootPart.FromFolderID != UUID.Zero)
{
InventoryFolderBase f = new InventoryFolderBase(objectGroup.RootPart.FromFolderID, userID);
InventoryFolderBase f = new InventoryFolderBase(objlist[0].RootPart.FromFolderID, userID);
folder = m_Scene.InventoryService.GetFolder(f);
}
}
@ -371,19 +434,25 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
}
item = new InventoryItemBase();
item.CreatorId = objectGroup.RootPart.CreatorID.ToString();
// Can't know creator is the same, so null it in inventory
if (objlist.Count > 1)
item.CreatorId = UUID.Zero.ToString();
else
item.CreatorId = objlist[0].RootPart.CreatorID.ToString();
item.ID = UUID.Random();
item.InvType = (int)InventoryType.Object;
item.Folder = folder.ID;
item.Owner = userID;
if (objlist.Count > 1)
item.Flags = (uint)InventoryItemFlags.ObjectHasMultipleItems;
}
AssetBase asset = CreateAsset(
objectGroup.GetPartName(objectGroup.RootPart.LocalId),
objectGroup.GetPartDescription(objectGroup.RootPart.LocalId),
objlist[0].GetPartName(objlist[0].RootPart.LocalId),
objlist[0].GetPartDescription(objlist[0].RootPart.LocalId),
(sbyte)AssetType.Object,
Utils.StringToBytes(sceneObjectXml),
objectGroup.OwnerID.ToString());
Utils.StringToBytes(itemXml),
objlist[0].OwnerID.ToString());
m_Scene.AssetService.Store(asset);
assetID = asset.FullID;
@ -396,9 +465,14 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
{
item.AssetID = asset.FullID;
if (remoteClient != null && (remoteClient.AgentId != objectGroup.RootPart.OwnerID) && m_Scene.Permissions.PropagatePermissions())
uint effectivePerms = (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify | PermissionMask.Move) | 7;
foreach (SceneObjectGroup grp in objlist)
effectivePerms &= grp.GetEffectivePermissions();
effectivePerms |= (uint)PermissionMask.Move;
if (remoteClient != null && (remoteClient.AgentId != objlist[0].RootPart.OwnerID) && m_Scene.Permissions.PropagatePermissions())
{
uint perms = objectGroup.GetEffectivePermissions();
uint perms = effectivePerms;
uint nextPerms = (perms & 7) << 13;
if ((nextPerms & (uint)PermissionMask.Copy) == 0)
perms &= ~(uint)PermissionMask.Copy;
@ -407,22 +481,11 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
if ((nextPerms & (uint)PermissionMask.Modify) == 0)
perms &= ~(uint)PermissionMask.Modify;
// Make sure all bits but the ones we want are clear
// on take.
// This will be applied to the current perms, so
// it will do what we want.
objectGroup.RootPart.NextOwnerMask &=
((uint)PermissionMask.Copy |
(uint)PermissionMask.Transfer |
(uint)PermissionMask.Modify);
objectGroup.RootPart.NextOwnerMask |=
(uint)PermissionMask.Move;
item.BasePermissions = perms & objectGroup.RootPart.NextOwnerMask;
item.BasePermissions = perms & objlist[0].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.NextPermissions = perms & objlist[0].RootPart.NextOwnerMask;
item.EveryOnePermissions = objlist[0].RootPart.EveryoneMask & objlist[0].RootPart.NextOwnerMask;
item.GroupPermissions = objlist[0].RootPart.GroupMask & objlist[0].RootPart.NextOwnerMask;
// Magic number badness. Maybe this deserves an enum.
// bit 4 (16) is the "Slam" bit, it means treat as passed
@ -431,11 +494,11 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
}
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.BasePermissions = effectivePerms;
item.CurrentPermissions = effectivePerms;
item.NextPermissions = objlist[0].RootPart.NextOwnerMask & effectivePerms;
item.EveryOnePermissions = objlist[0].RootPart.EveryoneMask & effectivePerms;
item.GroupPermissions = objlist[0].RootPart.GroupMask & effectivePerms;
item.CurrentPermissions &=
((uint)PermissionMask.Copy |
@ -466,7 +529,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
}
}
}
}
return assetID;
}

View File

@ -137,7 +137,7 @@ namespace OpenSim.Region.Framework.Scenes
x = m_inventoryDeletes.Dequeue();
m_log.DebugFormat(
"[ASYNC DELETER]: Sending object to user's inventory, {0} item(s) remaining.", left);
"[ASYNC DELETER]: Sending object to user's inventory, action {1}, count {2}, {0} item(s) remaining.", left, x.action, x.objectGroups.Count);
try
{

View File

@ -5063,8 +5063,17 @@ namespace OpenSim.Region.Framework.Scenes
{
float ominX, ominY, ominZ, omaxX, omaxY, omaxZ;
Vector3 vec = g.AbsolutePosition;
g.GetAxisAlignedBoundingBoxRaw(out ominX, out omaxX, out ominY, out omaxY, out ominZ, out omaxZ);
ominX += vec.X;
omaxX += vec.X;
ominY += vec.Y;
omaxY += vec.Y;
ominZ += vec.Z;
omaxZ += vec.Z;
if (minX > ominX)
minX = ominX;
if (minY > ominY)

View File

@ -1569,8 +1569,6 @@ namespace OpenSim.Region.Framework.Scenes
ILandObject parcel = m_scene.LandChannel.GetLandObject(
m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y);
List<uint> returns = new List<uint>();
if (parcel != null && parcel.LandData != null &&
parcel.LandData.OtherCleanTime != 0)
{
@ -1584,15 +1582,14 @@ namespace OpenSim.Region.Framework.Scenes
DetachFromBackup();
m_log.InfoFormat("[SCENE]: Returning object {0} due to parcel auto return", RootPart.UUID.ToString());
m_scene.AddReturn(OwnerID, Name, AbsolutePosition, "parcel auto return");
returns.Add(RootPart.LocalId);
m_scene.DeRezObjects(null, new List<uint>() { RootPart.LocalId }, UUID.Zero,
DeRezAction.Return, UUID.Zero);
return;
}
}
}
m_scene.DeRezObjects(null, returns, UUID.Zero,
DeRezAction.Return, UUID.Zero);
}
if (HasGroupChanged)