* HGScene is no more.

* Moved a few key inventory access methods from Scene.Inventory to an IInventoryAccessModule module
slimupdates
Diva Canto 2010-01-30 09:23:07 -08:00
parent 81a6f9a515
commit 42f978a478
17 changed files with 977 additions and 908 deletions

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@ -1,60 +0,0 @@
/*
* 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.Generic;
using System.Reflection;
using System.Xml;
using log4net;
using Nini.Config;
using OpenSim.Framework;
using OpenSim.Framework.Communications;
using OpenSim.Framework.Console;
using OpenSim.Region.Framework;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.Framework.Scenes.Hypergrid;
namespace OpenSim
{
public class HGCommands
{
// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
public static Scene CreateScene(RegionInfo regionInfo, AgentCircuitManager circuitManager,
StorageManager storageManager, ModuleLoader m_moduleLoader, ConfigSettings m_configSettings, OpenSimConfigSource m_config, string m_version)
{
SceneCommunicationService sceneGridService = new SceneCommunicationService();
return
new HGScene(
regionInfo, circuitManager, sceneGridService, storageManager,
m_moduleLoader, false, m_configSettings.PhysicalPrim,
m_configSettings.See_into_region_from_neighbor, m_config.Source, m_version);
}
}
}

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@ -574,11 +574,6 @@ namespace OpenSim
protected override Scene CreateScene(RegionInfo regionInfo, StorageManager storageManager,
AgentCircuitManager circuitManager)
{
bool hgrid = ConfigSource.Source.Configs["Startup"].GetBoolean("hypergrid", false);
if (hgrid)
return HGCommands.CreateScene(regionInfo, circuitManager,
storageManager, m_moduleLoader, m_configSettings, m_config, m_version);
SceneCommunicationService sceneGridService = new SceneCommunicationService();
return new Scene(

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@ -31,7 +31,6 @@ using OpenMetaverse;
using OpenMetaverse.Imaging;
using OpenSim.Framework;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes.Hypergrid;
using OpenSim.Services.Interfaces;
using log4net;
using System.Reflection;

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@ -44,7 +44,6 @@ using OpenSim.Framework.Client;
using OpenSim.Framework.Statistics;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.Framework.Scenes.Hypergrid;
using OpenSim.Services.Interfaces;
using Timer = System.Timers.Timer;
using AssetLandmark = OpenSim.Framework.AssetLandmark;

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@ -0,0 +1,200 @@
/*
* 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.Generic;
using System.Reflection;
using System.Threading;
using log4net;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.Framework.Scenes.Serialization;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Services.Interfaces;
//using HyperGrid.Framework;
//using OpenSim.Region.Communications.Hypergrid;
namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
{
public class HGAssetMapper
{
#region Fields
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
// This maps between inventory server urls and inventory server clients
// private Dictionary<string, InventoryClient> m_inventoryServers = new Dictionary<string, InventoryClient>();
private Scene m_scene;
#endregion
#region Constructor
public HGAssetMapper(Scene scene)
{
m_scene = scene;
}
#endregion
#region Internal functions
public AssetBase FetchAsset(string url, UUID assetID)
{
AssetBase asset = m_scene.AssetService.Get(url + "/" + assetID.ToString());
if (asset != null)
{
m_log.DebugFormat("[HG ASSET MAPPER]: Copied asset {0} from {1} to local asset server. ", asset.ID, url);
return asset;
}
return null;
}
public bool PostAsset(string url, AssetBase asset)
{
if (asset != null)
{
// See long comment in AssetCache.AddAsset
if (!asset.Temporary || asset.Local)
{
// We need to copy the asset into a new asset, because
// we need to set its ID to be URL+UUID, so that the
// HGAssetService dispatches it to the remote grid.
// It's not pretty, but the best that can be done while
// not having a global naming infrastructure
AssetBase asset1 = new AssetBase(asset.FullID, asset.Name, asset.Type);
Copy(asset, asset1);
try
{
asset1.ID = url + "/" + asset.ID;
}
catch
{
m_log.Warn("[HG ASSET MAPPER]: Oops.");
}
m_scene.AssetService.Store(asset1);
m_log.DebugFormat("[HG ASSET MAPPER]: Posted copy of asset {0} from local asset server to {1}", asset1.ID, url);
}
return true;
}
else
m_log.Warn("[HG ASSET MAPPER]: Tried to post asset to remote server, but asset not in local cache.");
return false;
}
private void Copy(AssetBase from, AssetBase to)
{
to.Data = from.Data;
to.Description = from.Description;
to.FullID = from.FullID;
to.ID = from.ID;
to.Local = from.Local;
to.Name = from.Name;
to.Temporary = from.Temporary;
to.Type = from.Type;
}
// TODO: unused
// private void Dump(Dictionary<UUID, bool> lst)
// {
// m_log.Debug("XXX -------- UUID DUMP ------- XXX");
// foreach (KeyValuePair<UUID, bool> kvp in lst)
// m_log.Debug(" >> " + kvp.Key + " (texture? " + kvp.Value + ")");
// m_log.Debug("XXX -------- UUID DUMP ------- XXX");
// }
#endregion
#region Public interface
public void Get(UUID assetID, UUID ownerID, string userAssetURL)
{
// Get the item from the remote asset server onto the local AssetCache
// and place an entry in m_assetMap
m_log.Debug("[HG ASSET MAPPER]: Fetching object " + assetID + " from asset server " + userAssetURL);
AssetBase asset = FetchAsset(userAssetURL, assetID);
if (asset != null)
{
// OK, now fetch the inside.
Dictionary<UUID, int> ids = new Dictionary<UUID, int>();
HGUuidGatherer uuidGatherer = new HGUuidGatherer(this, m_scene.AssetService, userAssetURL);
uuidGatherer.GatherAssetUuids(asset.FullID, (AssetType)asset.Type, ids);
foreach (UUID uuid in ids.Keys)
FetchAsset(userAssetURL, uuid);
m_log.DebugFormat("[HG ASSET MAPPER]: Successfully fetched asset {0} from asset server {1}", asset.ID, userAssetURL);
}
else
m_log.Warn("[HG ASSET MAPPER]: Could not fetch asset from remote asset server " + userAssetURL);
}
public void Post(UUID assetID, UUID ownerID, string userAssetURL)
{
// Post the item from the local AssetCache onto the remote asset server
// and place an entry in m_assetMap
m_log.Debug("[HG ASSET MAPPER]: Posting object " + assetID + " to asset server " + userAssetURL);
AssetBase asset = m_scene.AssetService.Get(assetID.ToString());
if (asset != null)
{
Dictionary<UUID, int> ids = new Dictionary<UUID, int>();
HGUuidGatherer uuidGatherer = new HGUuidGatherer(this, m_scene.AssetService, string.Empty);
uuidGatherer.GatherAssetUuids(asset.FullID, (AssetType)asset.Type, ids);
foreach (UUID uuid in ids.Keys)
{
asset = m_scene.AssetService.Get(uuid.ToString());
if (asset == null)
m_log.DebugFormat("[HG ASSET MAPPER]: Could not find asset {0}", uuid);
else
PostAsset(userAssetURL, asset);
}
// maybe all pieces got there...
m_log.DebugFormat("[HG ASSET MAPPER]: Successfully posted item {0} to asset server {1}", assetID, userAssetURL);
}
else
m_log.DebugFormat("[HG ASSET MAPPER]: Something wrong with asset {0}, it could not be found", assetID);
}
#endregion
}
}

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@ -1,4 +1,4 @@
/*
/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
@ -25,56 +25,67 @@
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using System.Reflection;
using OpenSim.Framework;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Services.Connectors.Hypergrid;
using OpenSim.Services.Interfaces;
using OpenSim.Server.Base;
using GridRegion = OpenSim.Services.Interfaces.GridRegion;
using OpenMetaverse;
using log4net;
using Nini.Config;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Framework.Communications;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Services.Interfaces;
namespace OpenSim.Region.Framework.Scenes.Hypergrid
namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
{
public partial class HGScene : Scene
public class HGInventoryAccessModule : InventoryAccessModule, INonSharedRegionModule, IInventoryAccessModule
{
#region Fields
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private HGAssetMapper m_assMapper;
public HGAssetMapper AssetMapper
private static HGAssetMapper m_assMapper;
public static HGAssetMapper AssetMapper
{
get { return m_assMapper; }
}
private IHyperAssetService m_hyper;
private IHyperAssetService HyperAssets
private bool m_Initialized = false;
#region INonSharedRegionModule
public override string Name
{
get
get { return "HGInventoryAccessModule"; }
}
public override void Initialise(IConfigSource source)
{
IConfig moduleConfig = source.Configs["Modules"];
if (moduleConfig != null)
{
if (m_hyper == null)
m_hyper = RequestModuleInterface<IHyperAssetService>();
return m_hyper;
string name = moduleConfig.GetString("InventoryAccessModule", "");
if (name == Name)
{
m_Enabled = true;
m_log.InfoFormat("[HG INVENTORY ACCESS MODULE]: {0} enabled.", Name);
}
}
}
#endregion
#region Constructors
public HGScene(RegionInfo regInfo, AgentCircuitManager authen,
SceneCommunicationService sceneGridService,
StorageManager storeManager,
ModuleLoader moduleLoader, bool dumpAssetsToFile, bool physicalPrim,
bool SeeIntoRegionFromNeighbor, IConfigSource config, string simulatorVersion)
: base(regInfo, authen, sceneGridService, storeManager, moduleLoader,
dumpAssetsToFile, physicalPrim, SeeIntoRegionFromNeighbor, config, simulatorVersion)
public override void AddRegion(Scene scene)
{
m_log.Info("[HGScene]: Starting HGScene.");
m_assMapper = new HGAssetMapper(this);
if (!m_Enabled)
return;
base.AddRegion(scene);
m_assMapper = new HGAssetMapper(scene);
scene.EventManager.OnNewInventoryItemUploadComplete += UploadInventoryItem;
EventManager.OnNewInventoryItemUploadComplete += UploadInventoryItem;
}
#endregion
@ -83,17 +94,16 @@ namespace OpenSim.Region.Framework.Scenes.Hypergrid
public void UploadInventoryItem(UUID avatarID, UUID assetID, string name, int userlevel)
{
UserAccount userInfo = UserAccountService.GetUserAccount(RegionInfo.ScopeID, avatarID);
if (userInfo != null)
string userAssetServer = string.Empty;
if (IsForeignUser(avatarID, out userAssetServer))
{
m_assMapper.Post(assetID, avatarID);
m_assMapper.Post(assetID, avatarID, userAssetServer);
}
}
#endregion
#region Overrides of Scene.Inventory methods
#region Overrides of Basic Inventory Access methods
///
/// CapsUpdateInventoryItemAsset
///
@ -136,7 +146,7 @@ namespace OpenSim.Region.Framework.Scenes.Hypergrid
//{
InventoryItemBase item = new InventoryItemBase(itemID);
item.Owner = remoteClient.AgentId;
item = InventoryService.GetItem(item);
item = m_Scene.InventoryService.GetItem(item);
//if (item == null)
//{ // Fetch the item
// item = new InventoryItemBase();
@ -144,32 +154,51 @@ namespace OpenSim.Region.Framework.Scenes.Hypergrid
// item.ID = itemID;
// item = m_assMapper.Get(item, userInfo.RootFolder.ID, userInfo);
//}
if (item != null)
string userAssetServer = string.Empty;
if (item != null && IsForeignUser(remoteClient.AgentId, out userAssetServer))
{
m_assMapper.Get(item.AssetID, remoteClient.AgentId);
m_assMapper.Get(item.AssetID, remoteClient.AgentId, userAssetServer);
}
//}
// OK, we're done fetching. Pass it up to the default RezObject
return base.RezObject(remoteClient, itemID, RayEnd, RayStart, RayTargetID, BypassRayCast, RayEndIsIntersection,
return base.RezObject(remoteClient, itemID, RayEnd, RayStart, RayTargetID, BypassRayCast, RayEndIsIntersection,
RezSelected, RemoveItem, fromTaskID, attachment);
}
protected override void TransferInventoryAssets(InventoryItemBase item, UUID sender, UUID receiver)
public override void TransferInventoryAssets(InventoryItemBase item, UUID sender, UUID receiver)
{
string userAssetServer = HyperAssets.GetUserAssetServer(sender);
if ((userAssetServer != string.Empty) && (userAssetServer != HyperAssets.GetSimAssetServer()))
m_assMapper.Get(item.AssetID, sender);
string userAssetServer = string.Empty;
if (IsForeignUser(sender, out userAssetServer))
m_assMapper.Get(item.AssetID, sender, userAssetServer);
userAssetServer = HyperAssets.GetUserAssetServer(receiver);
if ((userAssetServer != string.Empty) && (userAssetServer != HyperAssets.GetSimAssetServer()))
m_assMapper.Post(item.AssetID, receiver);
if (IsForeignUser(receiver, out userAssetServer))
m_assMapper.Post(item.AssetID, receiver, userAssetServer);
}
#endregion
}
public bool IsForeignUser(UUID userID, out string assetServerURL)
{
assetServerURL = string.Empty;
UserAccount account = m_Scene.UserAccountService.GetUserAccount(m_Scene.RegionInfo.ScopeID, userID);
if (account == null) // foreign
{
ScenePresence sp = null;
if (m_Scene.TryGetAvatar(userID, out sp))
{
AgentCircuitData aCircuit = m_Scene.AuthenticateHandler.GetAgentCircuitData(sp.ControllingClient.CircuitCode);
if (aCircuit.ServiceURLs.ContainsKey("AssetServerURI"))
{
assetServerURL = aCircuit.ServiceURLs["AssetServerURI"].ToString();
return true;
}
}
}
return false;
}
}
}

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@ -29,10 +29,11 @@ using System;
using System.Collections.Generic;
using OpenSim.Framework;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Services.Interfaces;
using OpenMetaverse;
namespace OpenSim.Region.Framework.Scenes.Hypergrid
namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
{
public class HGUuidGatherer : UuidGatherer
{

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@ -0,0 +1,654 @@
/*
* 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.Generic;
using System.Net;
using System.Reflection;
using System.Threading;
using OpenSim.Framework;
using OpenSim.Framework.Capabilities;
using OpenSim.Framework.Client;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.Framework.Scenes.Serialization;
using OpenSim.Services.Interfaces;
using GridRegion = OpenSim.Services.Interfaces.GridRegion;
using OpenMetaverse;
using log4net;
using Nini.Config;
namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
{
public class InventoryAccessModule : INonSharedRegionModule, IInventoryAccessModule
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
protected bool m_Enabled = false;
protected Scene m_Scene;
#region INonSharedRegionModule
public Type ReplaceableInterface
{
get { return null; }
}
public virtual string Name
{
get { return "BasicInventoryAcessModule"; }
}
public virtual void Initialise(IConfigSource source)
{
IConfig moduleConfig = source.Configs["Modules"];
if (moduleConfig != null)
{
string name = moduleConfig.GetString("InventoryAccessModule", "");
if (name == Name)
{
m_Enabled = true;
m_log.InfoFormat("[INVENTORY ACCESS MODULE]: {0} enabled.", Name);
}
}
}
public virtual void PostInitialise()
{
}
public virtual void AddRegion(Scene scene)
{
if (!m_Enabled)
return;
m_Scene = scene;
scene.RegisterModuleInterface<IInventoryAccessModule>(this);
scene.EventManager.OnNewClient += OnNewClient;
}
protected virtual void OnNewClient(IClientAPI client)
{
}
public virtual void Close()
{
if (!m_Enabled)
return;
}
public virtual void RemoveRegion(Scene scene)
{
if (!m_Enabled)
return;
m_Scene = null;
}
public virtual void RegionLoaded(Scene scene)
{
if (!m_Enabled)
return;
}
#endregion
#region Inventory Access
/// <summary>
/// Capability originating call to update the asset of an item in an agent's inventory
/// </summary>
/// <param name="remoteClient"></param>
/// <param name="itemID"></param>
/// <param name="data"></param>
/// <returns></returns>
public virtual UUID CapsUpdateInventoryItemAsset(IClientAPI remoteClient, UUID itemID, byte[] data)
{
InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
item = m_Scene.InventoryService.GetItem(item);
if (item != null)
{
if ((InventoryType)item.InvType == InventoryType.Notecard)
{
if (!m_Scene.Permissions.CanEditNotecard(itemID, UUID.Zero, remoteClient.AgentId))
{
remoteClient.SendAgentAlertMessage("Insufficient permissions to edit notecard", false);
return UUID.Zero;
}
remoteClient.SendAgentAlertMessage("Notecard saved", false);
}
else if ((InventoryType)item.InvType == InventoryType.LSL)
{
if (!m_Scene.Permissions.CanEditScript(itemID, UUID.Zero, remoteClient.AgentId))
{
remoteClient.SendAgentAlertMessage("Insufficient permissions to edit script", false);
return UUID.Zero;
}
remoteClient.SendAgentAlertMessage("Script saved", false);
}
AssetBase asset =
CreateAsset(item.Name, item.Description, (sbyte)item.AssetType, data);
item.AssetID = asset.FullID;
m_Scene.AssetService.Store(asset);
m_Scene.InventoryService.UpdateItem(item);
// remoteClient.SendInventoryItemCreateUpdate(item);
return (asset.FullID);
}
else
{
m_log.ErrorFormat(
"[AGENT INVENTORY]: Could not find item {0} for caps inventory update",
itemID);
}
return UUID.Zero;
}
/// <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));
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;
}
/// <summary>
/// Rez an object into the scene from the user's inventory
/// </summary>
/// <param name="remoteClient"></param>
/// <param name="itemID"></param>
/// <param name="RayEnd"></param>
/// <param name="RayStart"></param>
/// <param name="RayTargetID"></param>
/// <param name="BypassRayCast"></param>
/// <param name="RayEndIsIntersection"></param>
/// <param name="RezSelected"></param>
/// <param name="RemoveItem"></param>
/// <param name="fromTaskID"></param>
/// <param name="attachment"></param>
/// <returns>The SceneObjectGroup rezzed or null if rez was unsuccessful.</returns>
public virtual SceneObjectGroup RezObject(IClientAPI remoteClient, UUID itemID, Vector3 RayEnd, Vector3 RayStart,
UUID RayTargetID, byte BypassRayCast, bool RayEndIsIntersection,
bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment)
{
// Work out position details
byte bRayEndIsIntersection = (byte)0;
if (RayEndIsIntersection)
{
bRayEndIsIntersection = (byte)1;
}
else
{
bRayEndIsIntersection = (byte)0;
}
Vector3 scale = new Vector3(0.5f, 0.5f, 0.5f);
Vector3 pos = m_Scene.GetNewRezLocation(
RayStart, RayEnd, RayTargetID, Quaternion.Identity,
BypassRayCast, bRayEndIsIntersection, true, scale, false);
// Rez object
InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
item = m_Scene.InventoryService.GetItem(item);
if (item != null)
{
AssetBase rezAsset = m_Scene.AssetService.Get(item.AssetID.ToString());
if (rezAsset != null)
{
UUID itemId = UUID.Zero;
// If we have permission to copy then link the rezzed object back to the user inventory
// item that it came from. This allows us to enable 'save object to inventory'
if (!m_Scene.Permissions.BypassPermissions())
{
if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == (uint)PermissionMask.Copy)
{
itemId = item.ID;
}
}
else
{
// Brave new fullperm world
//
itemId = item.ID;
}
string xmlData = Utils.BytesToString(rezAsset.Data);
SceneObjectGroup group
= SceneObjectSerializer.FromOriginalXmlFormat(itemId, xmlData);
if (!m_Scene.Permissions.CanRezObject(
group.Children.Count, remoteClient.AgentId, pos)
&& !attachment)
{
// The client operates in no fail mode. It will
// have already removed the item from the folder
// if it's no copy.
// Put it back if it's not an attachment
//
if (((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0) && (!attachment))
remoteClient.SendBulkUpdateInventory(item);
return null;
}
group.ResetIDs();
if (attachment)
{
group.RootPart.ObjectFlags |= (uint)PrimFlags.Phantom;
group.RootPart.IsAttachment = true;
}
m_Scene.AddNewSceneObject(group, true);
// m_log.InfoFormat("ray end point for inventory rezz is {0} {1} {2} ", RayEnd.X, RayEnd.Y, RayEnd.Z);
// if attachment we set it's asset id so object updates can reflect that
// if not, we set it's position in world.
if (!attachment)
{
float offsetHeight = 0;
pos = m_Scene.GetNewRezLocation(
RayStart, RayEnd, RayTargetID, Quaternion.Identity,
BypassRayCast, bRayEndIsIntersection, true, group.GetAxisAlignedBoundingBox(out offsetHeight), false);
pos.Z += offsetHeight;
group.AbsolutePosition = pos;
// m_log.InfoFormat("rezx point for inventory rezz is {0} {1} {2} and offsetheight was {3}", pos.X, pos.Y, pos.Z, offsetHeight);
}
else
{
group.SetFromItemID(itemID);
}
SceneObjectPart rootPart = null;
try
{
rootPart = group.GetChildPart(group.UUID);
}
catch (NullReferenceException)
{
string isAttachment = "";
if (attachment)
isAttachment = " Object was an attachment";
m_log.Error("[AGENT INVENTORY]: Error rezzing ItemID: " + itemID + " object has no rootpart." + isAttachment);
}
// Since renaming the item in the inventory does not affect the name stored
// in the serialization, transfer the correct name from the inventory to the
// object itself before we rez.
rootPart.Name = item.Name;
rootPart.Description = item.Description;
List<SceneObjectPart> partList = new List<SceneObjectPart>(group.Children.Values);
group.SetGroup(remoteClient.ActiveGroupId, remoteClient);
if (rootPart.OwnerID != item.Owner)
{
//Need to kill the for sale here
rootPart.ObjectSaleType = 0;
rootPart.SalePrice = 10;
if (m_Scene.Permissions.PropagatePermissions())
{
if ((item.CurrentPermissions & 8) != 0)
{
foreach (SceneObjectPart part in partList)
{
part.EveryoneMask = item.EveryOnePermissions;
part.NextOwnerMask = item.NextPermissions;
part.GroupMask = 0; // DO NOT propagate here
}
}
group.ApplyNextOwnerPermissions();
}
}
foreach (SceneObjectPart part in partList)
{
if (part.OwnerID != item.Owner)
{
part.LastOwnerID = part.OwnerID;
part.OwnerID = item.Owner;
part.Inventory.ChangeInventoryOwner(item.Owner);
}
else if (((item.CurrentPermissions & 8) != 0) && (!attachment)) // Slam!
{
part.EveryoneMask = item.EveryOnePermissions;
part.NextOwnerMask = item.NextPermissions;
part.GroupMask = 0; // DO NOT propagate here
}
}
rootPart.TrimPermissions();
if (!attachment)
{
if (group.RootPart.Shape.PCode == (byte)PCode.Prim)
{
group.ClearPartAttachmentData();
}
}
if (!attachment)
{
// Fire on_rez
group.CreateScriptInstances(0, true, m_Scene.DefaultScriptEngine, 0);
rootPart.ScheduleFullUpdate();
}
if (!m_Scene.Permissions.BypassPermissions())
{
if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
{
// If this is done on attachments, no
// copy ones will be lost, so avoid it
//
if (!attachment)
{
List<UUID> uuids = new List<UUID>();
uuids.Add(item.ID);
m_Scene.InventoryService.DeleteItems(item.Owner, uuids);
}
}
}
return rootPart.ParentGroup;
}
}
return null;
}
public virtual void TransferInventoryAssets(InventoryItemBase item, UUID sender, UUID receiver)
{
}
#endregion
#region Misc
/// <summary>
/// Create a new asset data structure.
/// </summary>
/// <param name="name"></param>
/// <param name="description"></param>
/// <param name="invType"></param>
/// <param name="assetType"></param>
/// <param name="data"></param>
/// <returns></returns>
private AssetBase CreateAsset(string name, string description, sbyte assetType, byte[] data)
{
AssetBase asset = new AssetBase(UUID.Random(), name, assetType);
asset.Description = description;
asset.Data = (data == null) ? new byte[1] : data;
return asset;
}
#endregion
}
}

View File

@ -10,6 +10,8 @@
<Extension path = "/OpenSim/RegionModules">
<RegionModule id="EntityTransferModule" type="OpenSim.Region.CoreModules.Framework.EntityTransfer.EntityTransferModule" />
<RegionModule id="HGEntityTransferModule" type="OpenSim.Region.CoreModules.Framework.EntityTransfer.HGEntityTransferModule" />
<RegionModule id="InventoryAccessModule" type="OpenSim.Region.CoreModules.Framework.InventoryAccess.InventoryAccessModule" />
<RegionModule id="HGInventoryAccessModule" type="OpenSim.Region.CoreModules.Framework.InventoryAccess.HGInventoryAccessModule" />
<RegionModule id="LandManagementModule" type="OpenSim.Region.CoreModules.World.Land.LandManagementModule" />
<RegionModule id="ExportSerialisationModule" type="OpenSim.Region.CoreModules.World.Serialiser.SerialiserModule" />
<RegionModule id="ArchiverModule" type="OpenSim.Region.CoreModules.World.Archiver.ArchiverModule" />

View File

@ -39,7 +39,6 @@ using OpenSim.Framework;
using OpenSim.Framework.Communications;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.Framework.Scenes.Hypergrid;
using OpenSim.Region.Framework.Scenes.Serialization;
using OpenSim.Services.Interfaces;
using OpenSim.Services.Connectors.Simulation;

View File

@ -32,7 +32,6 @@ using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.Framework.Scenes.Hypergrid;
using OpenSim.Services.Interfaces;
using GridRegion = OpenSim.Services.Interfaces.GridRegion;

View File

@ -32,6 +32,7 @@ using System.Timers;
using log4net;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Framework.Interfaces;
namespace OpenSim.Region.Framework.Scenes
{
@ -137,7 +138,9 @@ namespace OpenSim.Region.Framework.Scenes
try
{
m_scene.DeleteToInventory(x.action, x.folderID, x.objectGroup, x.remoteClient);
IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>();
if (invAccess != null)
invAccess.DeleteToInventory(x.action, x.folderID, x.objectGroup, x.remoteClient);
if (x.permissionToDelete)
m_scene.DeleteSceneObject(x.objectGroup, false);
}

View File

@ -1,264 +0,0 @@
/*
* 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.Generic;
using System.Reflection;
using System.Threading;
using log4net;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Framework.Scenes.Serialization;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Services.Interfaces;
//using HyperGrid.Framework;
//using OpenSim.Region.Communications.Hypergrid;
namespace OpenSim.Region.Framework.Scenes.Hypergrid
{
public class HGAssetMapper
{
#region Fields
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
// This maps between inventory server urls and inventory server clients
// private Dictionary<string, InventoryClient> m_inventoryServers = new Dictionary<string, InventoryClient>();
private Scene m_scene;
private IHyperAssetService m_hyper;
IHyperAssetService HyperlinkAssets
{
get
{
if (m_hyper == null)
m_hyper = m_scene.RequestModuleInterface<IHyperAssetService>();
return m_hyper;
}
}
#endregion
#region Constructor
public HGAssetMapper(Scene scene)
{
m_scene = scene;
}
#endregion
#region Internal functions
// private string UserAssetURL(UUID userID)
// {
// CachedUserInfo uinfo = m_scene.CommsManager.UserProfileCacheService.GetUserDetails(userID);
// if (uinfo != null)
// return (uinfo.UserProfile.UserAssetURI == "") ? null : uinfo.UserProfile.UserAssetURI;
// return null;
// }
// private string UserInventoryURL(UUID userID)
// {
// CachedUserInfo uinfo = m_scene.CommsManager.UserProfileCacheService.GetUserDetails(userID);
// if (uinfo != null)
// return (uinfo.UserProfile.UserInventoryURI == "") ? null : uinfo.UserProfile.UserInventoryURI;
// return null;
// }
public AssetBase FetchAsset(string url, UUID assetID)
{
AssetBase asset = m_scene.AssetService.Get(url + "/" + assetID.ToString());
if (asset != null)
{
m_log.DebugFormat("[HGScene]: Copied asset {0} from {1} to local asset server. ", asset.ID, url);
return asset;
}
return null;
}
public bool PostAsset(string url, AssetBase asset)
{
if (asset != null)
{
// See long comment in AssetCache.AddAsset
if (!asset.Temporary || asset.Local)
{
// We need to copy the asset into a new asset, because
// we need to set its ID to be URL+UUID, so that the
// HGAssetService dispatches it to the remote grid.
// It's not pretty, but the best that can be done while
// not having a global naming infrastructure
AssetBase asset1 = new AssetBase(asset.FullID, asset.Name, asset.Type);
Copy(asset, asset1);
try
{
asset1.ID = url + "/" + asset.ID;
}
catch
{
m_log.Warn("[HGScene]: Oops.");
}
m_scene.AssetService.Store(asset1);
m_log.DebugFormat("[HGScene]: Posted copy of asset {0} from local asset server to {1}", asset1.ID, url);
}
return true;
}
else
m_log.Warn("[HGScene]: Tried to post asset to remote server, but asset not in local cache.");
return false;
}
private void Copy(AssetBase from, AssetBase to)
{
to.Data = from.Data;
to.Description = from.Description;
to.FullID = from.FullID;
to.ID = from.ID;
to.Local = from.Local;
to.Name = from.Name;
to.Temporary = from.Temporary;
to.Type = from.Type;
}
// TODO: unused
// private void Dump(Dictionary<UUID, bool> lst)
// {
// m_log.Debug("XXX -------- UUID DUMP ------- XXX");
// foreach (KeyValuePair<UUID, bool> kvp in lst)
// m_log.Debug(" >> " + kvp.Key + " (texture? " + kvp.Value + ")");
// m_log.Debug("XXX -------- UUID DUMP ------- XXX");
// }
#endregion
#region Public interface
public void Get(UUID assetID, UUID ownerID)
{
// Get the item from the remote asset server onto the local AssetCache
// and place an entry in m_assetMap
string userAssetURL = HyperlinkAssets.GetUserAssetServer(ownerID);
if ((userAssetURL != string.Empty) && (userAssetURL != HyperlinkAssets.GetSimAssetServer()))
{
m_log.Debug("[HGScene]: Fetching object " + assetID + " from asset server " + userAssetURL);
AssetBase asset = FetchAsset(userAssetURL, assetID);
if (asset != null)
{
// OK, now fetch the inside.
Dictionary<UUID, int> ids = new Dictionary<UUID, int>();
HGUuidGatherer uuidGatherer = new HGUuidGatherer(this, m_scene.AssetService, userAssetURL);
uuidGatherer.GatherAssetUuids(asset.FullID, (AssetType)asset.Type, ids);
foreach (UUID uuid in ids.Keys)
FetchAsset(userAssetURL, uuid);
m_log.DebugFormat("[HGScene]: Successfully fetched asset {0} from asset server {1}", asset.ID, userAssetURL);
}
else
m_log.Warn("[HGScene]: Could not fetch asset from remote asset server " + userAssetURL);
}
else
m_log.Debug("[HGScene]: user's asset server is the local region's asset server");
}
//public InventoryItemBase Get(InventoryItemBase item, UUID rootFolder, CachedUserInfo userInfo)
//{
// InventoryClient invCli = null;
// string inventoryURL = UserInventoryURL(item.Owner);
// if (!m_inventoryServers.TryGetValue(inventoryURL, out invCli))
// {
// m_log.Debug("[HGScene]: Starting new InventorytClient for " + inventoryURL);
// invCli = new InventoryClient(inventoryURL);
// m_inventoryServers.Add(inventoryURL, invCli);
// }
// item = invCli.GetInventoryItem(item);
// if (item != null)
// {
// // Change the folder, stick it in root folder, all items flattened out here in this region cache
// item.Folder = rootFolder;
// //userInfo.AddItem(item); don't use this, it calls back to the inventory server
// lock (userInfo.RootFolder.Items)
// {
// userInfo.RootFolder.Items[item.ID] = item;
// }
// }
// return item;
//}
public void Post(UUID assetID, UUID ownerID)
{
// Post the item from the local AssetCache onto the remote asset server
// and place an entry in m_assetMap
string userAssetURL = HyperlinkAssets.GetUserAssetServer(ownerID);
if ((userAssetURL != string.Empty) && (userAssetURL != HyperlinkAssets.GetSimAssetServer()))
{
m_log.Debug("[HGScene]: Posting object " + assetID + " to asset server " + userAssetURL);
AssetBase asset = m_scene.AssetService.Get(assetID.ToString());
if (asset != null)
{
Dictionary<UUID, int> ids = new Dictionary<UUID, int>();
HGUuidGatherer uuidGatherer = new HGUuidGatherer(this, m_scene.AssetService, string.Empty);
uuidGatherer.GatherAssetUuids(asset.FullID, (AssetType)asset.Type, ids);
foreach (UUID uuid in ids.Keys)
{
asset = m_scene.AssetService.Get(uuid.ToString());
if (asset == null)
m_log.DebugFormat("[HGScene]: Could not find asset {0}", uuid);
else
PostAsset(userAssetURL, asset);
}
// maybe all pieces got there...
m_log.DebugFormat("[HGScene]: Successfully posted item {0} to asset server {1}", assetID, userAssetURL);
}
else
m_log.DebugFormat("[HGScene]: Something wrong with asset {0}, it could not be found", assetID);
}
else
m_log.Debug("[HGScene]: user's asset server is local region's asset server");
}
#endregion
}
}

View File

@ -125,61 +125,6 @@ namespace OpenSim.Region.Framework.Scenes
remoteClient.SendInventoryItemCreateUpdate(item, 0);
}
/// <summary>
/// Capability originating call to update the asset of an item in an agent's inventory
/// </summary>
/// <param name="remoteClient"></param>
/// <param name="itemID"></param>
/// <param name="data"></param>
/// <returns></returns>
public virtual UUID CapsUpdateInventoryItemAsset(IClientAPI remoteClient, UUID itemID, byte[] data)
{
InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
item = InventoryService.GetItem(item);
if (item != null)
{
if ((InventoryType)item.InvType == InventoryType.Notecard)
{
if (!Permissions.CanEditNotecard(itemID, UUID.Zero, remoteClient.AgentId))
{
remoteClient.SendAgentAlertMessage("Insufficient permissions to edit notecard", false);
return UUID.Zero;
}
remoteClient.SendAgentAlertMessage("Notecard saved", false);
}
else if ((InventoryType)item.InvType == InventoryType.LSL)
{
if (!Permissions.CanEditScript(itemID, UUID.Zero, remoteClient.AgentId))
{
remoteClient.SendAgentAlertMessage("Insufficient permissions to edit script", false);
return UUID.Zero;
}
remoteClient.SendAgentAlertMessage("Script saved", false);
}
AssetBase asset =
CreateAsset(item.Name, item.Description, (sbyte)item.AssetType, data);
item.AssetID = asset.FullID;
AssetService.Store(asset);
InventoryService.UpdateItem(item);
// remoteClient.SendInventoryItemCreateUpdate(item);
return (asset.FullID);
}
else
{
m_log.ErrorFormat(
"[AGENT INVENTORY]: Could not find item {0} for caps inventory update",
itemID);
}
return UUID.Zero;
}
/// <summary>
/// <see>CapsUpdatedInventoryItemAsset(IClientAPI, UUID, byte[])</see>
/// </summary>
@ -189,7 +134,9 @@ namespace OpenSim.Region.Framework.Scenes
if (TryGetAvatar(avatarId, out avatar))
{
return CapsUpdateInventoryItemAsset(avatar.ControllingClient, itemID, data);
IInventoryAccessModule invAccess = RequestModuleInterface<IInventoryAccessModule>();
if (invAccess != null)
return invAccess.CapsUpdateInventoryItemAsset(avatar.ControllingClient, itemID, data);
}
else
{
@ -472,7 +419,11 @@ namespace OpenSim.Region.Framework.Scenes
itemCopy.SaleType = item.SaleType;
if (InventoryService.AddItem(itemCopy))
TransferInventoryAssets(itemCopy, senderId, recipient);
{
IInventoryAccessModule invAccess = RequestModuleInterface<IInventoryAccessModule>();
if (invAccess != null)
invAccess.TransferInventoryAssets(itemCopy, senderId, recipient);
}
if (!Permissions.BypassPermissions())
{
@ -494,10 +445,6 @@ namespace OpenSim.Region.Framework.Scenes
}
protected virtual void TransferInventoryAssets(InventoryItemBase item, UUID sender, UUID receiver)
{
}
/// <summary>
/// Give an entire inventory folder from one user to another. The entire contents (including all descendent
/// folders) is given.
@ -1605,232 +1552,6 @@ namespace OpenSim.Region.Framework.Scenes
}
}
/// <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 = 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 = InventoryService.GetFolderForType(userID, AssetType.LostAndFoundFolder);
}
else
{
// Assume inventory skeleton was loaded during login
// and all folders can be found
//
folder = InventoryService.GetFolderForType(userID, AssetType.TrashFolder);
}
}
else if (action == DeRezAction.Return)
{
// Dump to lost + found unconditionally
//
folder = InventoryService.GetFolderForType(userID, AssetType.LostAndFoundFolder);
}
if (folderID == UUID.Zero && folder == null)
{
if (action == DeRezAction.Delete)
{
// Deletes go to trash by default
//
folder = InventoryService.GetFolderForType(userID, AssetType.TrashFolder);
}
else
{
// Catch all. Use lost & found
//
folder = 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));
AssetService.Store(asset);
assetID = asset.FullID;
if (DeRezAction.SaveToExistingUserInventoryItem == action)
{
item.AssetID = asset.FullID;
InventoryService.UpdateItem(item);
}
else
{
item.AssetID = asset.FullID;
if (remoteClient != null && (remoteClient.AgentId != objectGroup.RootPart.OwnerID) && 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;
InventoryService.AddItem(item);
if (remoteClient != null && item.Owner == remoteClient.AgentId)
{
remoteClient.SendInventoryItemCreateUpdate(item, 0);
}
else
{
ScenePresence notifyUser = GetScenePresence(item.Owner);
if (notifyUser != null)
{
notifyUser.ControllingClient.SendInventoryItemCreateUpdate(item, 0);
}
}
}
return assetID;
}
public void UpdateKnownItem(IClientAPI remoteClient, SceneObjectGroup grp, UUID itemID, UUID agentID)
{
SceneObjectGroup objectGroup = grp;
@ -1971,225 +1692,11 @@ namespace OpenSim.Region.Framework.Scenes
UUID RayTargetID, byte BypassRayCast, bool RayEndIsIntersection,
bool RezSelected, bool RemoveItem, UUID fromTaskID)
{
RezObject(
remoteClient, itemID, RayEnd, RayStart, RayTargetID, BypassRayCast, RayEndIsIntersection,
RezSelected, RemoveItem, fromTaskID, false);
}
/// <summary>
/// Rez an object into the scene from the user's inventory
/// </summary>
/// <param name="remoteClient"></param>
/// <param name="itemID"></param>
/// <param name="RayEnd"></param>
/// <param name="RayStart"></param>
/// <param name="RayTargetID"></param>
/// <param name="BypassRayCast"></param>
/// <param name="RayEndIsIntersection"></param>
/// <param name="RezSelected"></param>
/// <param name="RemoveItem"></param>
/// <param name="fromTaskID"></param>
/// <param name="attachment"></param>
/// <returns>The SceneObjectGroup rezzed or null if rez was unsuccessful.</returns>
public virtual SceneObjectGroup RezObject(IClientAPI remoteClient, UUID itemID, Vector3 RayEnd, Vector3 RayStart,
UUID RayTargetID, byte BypassRayCast, bool RayEndIsIntersection,
bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment)
{
// Work out position details
byte bRayEndIsIntersection = (byte)0;
if (RayEndIsIntersection)
{
bRayEndIsIntersection = (byte)1;
}
else
{
bRayEndIsIntersection = (byte)0;
}
Vector3 scale = new Vector3(0.5f, 0.5f, 0.5f);
Vector3 pos = GetNewRezLocation(
RayStart, RayEnd, RayTargetID, Quaternion.Identity,
BypassRayCast, bRayEndIsIntersection,true,scale, false);
// Rez object
InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
item = InventoryService.GetItem(item);
if (item != null)
{
AssetBase rezAsset = AssetService.Get(item.AssetID.ToString());
if (rezAsset != null)
{
UUID itemId = UUID.Zero;
// If we have permission to copy then link the rezzed object back to the user inventory
// item that it came from. This allows us to enable 'save object to inventory'
if (!Permissions.BypassPermissions())
{
if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == (uint)PermissionMask.Copy)
{
itemId = item.ID;
}
}
else
{
// Brave new fullperm world
//
itemId = item.ID;
}
string xmlData = Utils.BytesToString(rezAsset.Data);
SceneObjectGroup group
= SceneObjectSerializer.FromOriginalXmlFormat(itemId, xmlData);
if (!Permissions.CanRezObject(
group.Children.Count, remoteClient.AgentId, pos)
&& !attachment)
{
// The client operates in no fail mode. It will
// have already removed the item from the folder
// if it's no copy.
// Put it back if it's not an attachment
//
if (((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0) && (!attachment))
remoteClient.SendBulkUpdateInventory(item);
return null;
}
group.ResetIDs();
if (attachment)
{
group.RootPart.ObjectFlags |= (uint)PrimFlags.Phantom;
group.RootPart.IsAttachment = true;
}
AddNewSceneObject(group, true);
// m_log.InfoFormat("ray end point for inventory rezz is {0} {1} {2} ", RayEnd.X, RayEnd.Y, RayEnd.Z);
// if attachment we set it's asset id so object updates can reflect that
// if not, we set it's position in world.
if (!attachment)
{
float offsetHeight = 0;
pos = GetNewRezLocation(
RayStart, RayEnd, RayTargetID, Quaternion.Identity,
BypassRayCast, bRayEndIsIntersection, true, group.GetAxisAlignedBoundingBox(out offsetHeight), false);
pos.Z += offsetHeight;
group.AbsolutePosition = pos;
// m_log.InfoFormat("rezx point for inventory rezz is {0} {1} {2} and offsetheight was {3}", pos.X, pos.Y, pos.Z, offsetHeight);
}
else
{
group.SetFromItemID(itemID);
}
SceneObjectPart rootPart = null;
try
{
rootPart = group.GetChildPart(group.UUID);
}
catch (NullReferenceException)
{
string isAttachment = "";
if (attachment)
isAttachment = " Object was an attachment";
m_log.Error("[AGENT INVENTORY]: Error rezzing ItemID: " + itemID + " object has no rootpart." + isAttachment);
}
// Since renaming the item in the inventory does not affect the name stored
// in the serialization, transfer the correct name from the inventory to the
// object itself before we rez.
rootPart.Name = item.Name;
rootPart.Description = item.Description;
List<SceneObjectPart> partList = new List<SceneObjectPart>(group.Children.Values);
group.SetGroup(remoteClient.ActiveGroupId, remoteClient);
if (rootPart.OwnerID != item.Owner)
{
//Need to kill the for sale here
rootPart.ObjectSaleType = 0;
rootPart.SalePrice = 10;
if (Permissions.PropagatePermissions())
{
if ((item.CurrentPermissions & 8) != 0)
{
foreach (SceneObjectPart part in partList)
{
part.EveryoneMask = item.EveryOnePermissions;
part.NextOwnerMask = item.NextPermissions;
part.GroupMask = 0; // DO NOT propagate here
}
}
group.ApplyNextOwnerPermissions();
}
}
foreach (SceneObjectPart part in partList)
{
if (part.OwnerID != item.Owner)
{
part.LastOwnerID = part.OwnerID;
part.OwnerID = item.Owner;
part.Inventory.ChangeInventoryOwner(item.Owner);
}
else if (((item.CurrentPermissions & 8) != 0) && (!attachment)) // Slam!
{
part.EveryoneMask = item.EveryOnePermissions;
part.NextOwnerMask = item.NextPermissions;
part.GroupMask = 0; // DO NOT propagate here
}
}
rootPart.TrimPermissions();
if (!attachment)
{
if (group.RootPart.Shape.PCode == (byte)PCode.Prim)
{
group.ClearPartAttachmentData();
}
}
if (!attachment)
{
// Fire on_rez
group.CreateScriptInstances(0, true, DefaultScriptEngine, 0);
rootPart.ScheduleFullUpdate();
}
if (!Permissions.BypassPermissions())
{
if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
{
// If this is done on attachments, no
// copy ones will be lost, so avoid it
//
if (!attachment)
{
List<UUID> uuids = new List<UUID>();
uuids.Add(item.ID);
InventoryService.DeleteItems(item.Owner, uuids);
}
}
}
return rootPart.ParentGroup;
}
}
return null;
IInventoryAccessModule invAccess = RequestModuleInterface<IInventoryAccessModule>();
if (invAccess != null)
invAccess.RezObject(
remoteClient, itemID, RayEnd, RayStart, RayTargetID, BypassRayCast, RayEndIsIntersection,
RezSelected, RemoveItem, fromTaskID, false);
}
/// <summary>

View File

@ -35,6 +35,7 @@ using log4net;
using OpenSim.Framework;
using OpenSim.Region.Framework.Scenes.Types;
using OpenSim.Region.Physics.Manager;
using OpenSim.Region.Framework.Interfaces;
namespace OpenSim.Region.Framework.Scenes
{
@ -498,27 +499,32 @@ namespace OpenSim.Region.Framework.Scenes
public SceneObjectGroup RezSingleAttachment(
IClientAPI remoteClient, UUID itemID, uint AttachmentPt)
{
SceneObjectGroup objatt = m_parentScene.RezObject(remoteClient,
itemID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true,
false, false, remoteClient.AgentId, true);
if (objatt != null)
IInventoryAccessModule invAccess = m_parentScene.RequestModuleInterface<IInventoryAccessModule>();
if (invAccess != null)
{
bool tainted = false;
if (AttachmentPt != 0 && AttachmentPt != objatt.GetAttachmentPoint())
tainted = true;
SceneObjectGroup objatt = invAccess.RezObject(remoteClient,
itemID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true,
false, false, remoteClient.AgentId, true);
AttachObject(remoteClient, objatt.LocalId, AttachmentPt, Quaternion.Identity, objatt.AbsolutePosition, false);
objatt.ScheduleGroupForFullUpdate();
if (tainted)
objatt.HasGroupChanged = true;
// Fire after attach, so we don't get messy perms dialogs
// 3 == AttachedRez
objatt.CreateScriptInstances(0, true, m_parentScene.DefaultScriptEngine, 3);
if (objatt != null)
{
bool tainted = false;
if (AttachmentPt != 0 && AttachmentPt != objatt.GetAttachmentPoint())
tainted = true;
AttachObject(remoteClient, objatt.LocalId, AttachmentPt, Quaternion.Identity, objatt.AbsolutePosition, false);
objatt.ScheduleGroupForFullUpdate();
if (tainted)
objatt.HasGroupChanged = true;
// Fire after attach, so we don't get messy perms dialogs
// 3 == AttachedRez
objatt.CreateScriptInstances(0, true, m_parentScene.DefaultScriptEngine, 3);
}
return objatt;
}
return objatt;
return null;
}
// What makes this method odd and unique is it tries to detach using an UUID.... Yay for standards.

View File

@ -41,7 +41,6 @@ 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;

View File

@ -21,6 +21,7 @@
SimulationServices = "RemoteSimulationConnectorModule"
AvatarServices = "LocalAvatarServicesConnector"
EntityTransferModule = "HGEntityTransferModule"
InventoryAccessModule = "HGInventoryAccessModule"
InventoryServiceInConnector = true
AssetServiceInConnector = true
HGAuthServiceInConnector = true