Mantis#1612. Thank you, kindly, Matth for a patch that:

Adds the beginnints of llRemoteLoadScriptPin() and 
llSetRemoteScriptAccessPin().
0.6.0-stable
Charles Krinke 2008-06-27 02:22:33 +00:00
parent ca8d1d57e1
commit 3697e0898c
3 changed files with 148 additions and 2 deletions

View File

@ -1285,6 +1285,104 @@ namespace OpenSim.Region.Environment.Scenes
}
}
/// <summary>
/// Rez a script into a prim's inventory from another prim
/// </summary>
/// <param name="remoteClient"></param>
/// <param name="itemID"> </param>
/// <param name="localID"></param>
public void RezScript(LLUUID srcId, SceneObjectPart srcPart, LLUUID destId, int pin, int running, int start_param)
{
TaskInventoryItem srcTaskItem = srcPart.GetInventoryItem(srcId);
if (srcTaskItem == null)
{
// error was already logged
return;
}
SceneObjectPart destPart = GetSceneObjectPart(destId);
if (destPart == null)
{
m_log.ErrorFormat(
"[PRIM INVENTORY]: " +
"Could not find script for ID {0}",
destId);
return;
}
if (destPart.ScriptAccessPin != pin)
{
m_log.WarnFormat(
"[PRIM INVENTORY]: " +
"Script in object {0} : {1}, attempted to load script {2} : {3} into object {4} : {5} with invalid pin {6}",
srcPart.Name, srcId, srcTaskItem.Name, srcTaskItem.ItemID, destPart.Name, destId, pin);
// the LSL Wiki says we are supposed to shout on the DEBUG_CHANNEL -
// "Object: Task Object trying to illegally load script onto task Other_Object!"
// How do we should from in here?
return;
}
TaskInventoryItem destTaskItem = new TaskInventoryItem();
destTaskItem.ItemID = LLUUID.Random();
destTaskItem.CreatorID = srcTaskItem.CreatorID;
destTaskItem.AssetID = srcTaskItem.AssetID;
destTaskItem.GroupID = destPart.GroupID;
destTaskItem.OwnerID = destPart.OwnerID;
destTaskItem.ParentID = destPart.UUID;
destTaskItem.ParentPartID = destPart.UUID;
destTaskItem.BaseMask = srcTaskItem.BaseMask;
destTaskItem.EveryoneMask = srcTaskItem.EveryoneMask;
destTaskItem.GroupMask = srcTaskItem.GroupMask;
destTaskItem.OwnerMask = srcTaskItem.OwnerMask;
destTaskItem.NextOwnerMask = srcTaskItem.NextOwnerMask;
destTaskItem.Flags = srcTaskItem.Flags;
if (destPart.OwnerID != srcPart.OwnerID)
{
if (ExternalChecks.ExternalChecksPropagatePermissions())
{
destTaskItem.OwnerMask = srcTaskItem.OwnerMask &
srcTaskItem.NextOwnerMask;
destTaskItem.GroupMask = srcTaskItem.GroupMask &
srcTaskItem.NextOwnerMask;
destTaskItem.EveryoneMask = srcTaskItem.EveryoneMask &
srcTaskItem.NextOwnerMask;
destTaskItem.BaseMask = srcTaskItem.BaseMask &
srcTaskItem.NextOwnerMask;
destTaskItem.OwnerMask |= 8; // Slam!
}
}
destTaskItem.Description = srcTaskItem.Description;
destTaskItem.Name = srcTaskItem.Name;
destTaskItem.InvType = srcTaskItem.InvType;
destTaskItem.Type = srcTaskItem.Type;
// need something like destPart.AddInventoryItemExclusive(destTaskItem);
// this function is supposed to silently overwrite an existing script with the same name
destPart.AddInventoryItem(destTaskItem);
if ( running > 0 )
{
if (ExternalChecks.ExternalChecksCanRunScript(destTaskItem.AssetID, destPart.UUID, destPart.OwnerID))
{
// why doesn't the start_param propogate?
destPart.StartScript(destTaskItem, start_param);
}
}
ScenePresence avatar;
if(TryGetAvatar(srcTaskItem.OwnerID, out avatar))
{
destPart.GetProperties(avatar.ControllingClient);
}
}
/// <summary>
/// Called when an object is removed from the environment into inventory.

View File

@ -102,6 +102,7 @@ namespace OpenSim.Region.Environment.Scenes
[XmlIgnore] public scriptEvents m_aggregateScriptEvents=0;
[XmlIgnore] private LLObject.ObjectFlags LocalFlags = LLObject.ObjectFlags.None;
[XmlIgnore] public bool DIE_AT_EDGE = false;
[XmlIgnore] private int m_scriptAccessPin = 0;
[XmlIgnore] public bool m_IsAttachment = false;
[XmlIgnore] public uint m_attachmentPoint = (byte)0;
@ -212,6 +213,12 @@ namespace OpenSim.Region.Environment.Scenes
set { m_regionHandle = value; }
}
public int ScriptAccessPin
{
get { return m_scriptAccessPin; }
set { m_scriptAccessPin = (int)value; }
}
public uint GetEffectiveObjectFlags()
{
LLObject.ObjectFlags f = Flags;

View File

@ -4660,13 +4660,54 @@ namespace OpenSim.Region.ScriptEngine.Common
public void llSetRemoteScriptAccessPin(int pin)
{
m_host.AddScriptLPS(1);
NotImplemented("llSetRemoteScriptAccessPin");
m_host.ScriptAccessPin = pin;
}
public void llRemoteLoadScriptPin(string target, string name, int pin, int running, int start_param)
{
m_host.AddScriptLPS(1);
NotImplemented("llRemoteLoadScriptPin");
bool found = false;
LLUUID destId = LLUUID.Zero;
LLUUID srcId = LLUUID.Zero;
if (!LLUUID.TryParse(target, out destId))
{
llSay(0, "Could not parse key " + target);
return;
}
// target must be a different prim than the one containing the script
if (m_host.UUID == destId)
{
return;
}
// copy the first script found with this inventory name
foreach (KeyValuePair<LLUUID, TaskInventoryItem> inv in m_host.TaskInventory)
{
if (inv.Value.Name == name)
{
// make sure the object is a script
if(10 == inv.Value.Type)
{
found = true;
srcId = inv.Key;
break;
}
}
}
if (!found)
{
llSay(0, "Could not find script " + name);
return;
}
// the rest of the permission checks are done in RezScript, so check the pin there as well
World.RezScript(srcId, m_host, destId, pin, running, start_param);
// this will cause the delay even if the script pin or permissions were wrong - seems ok
System.Threading.Thread.Sleep(3000);
}
// remote_data(integer type, key channel, key message_id, string sender, integer ival, string sval)