Merge branch 'ubitwork' of ssh://3dhosting.de/var/git/careminster into ubitwork
commit
7f5ac795be
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@ -28,6 +28,7 @@
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using System;
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using System.Collections.Generic;
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using System.Reflection;
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using System.IO;
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using System.Xml;
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using log4net;
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using Mono.Addins;
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@ -248,7 +249,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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}
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}
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public void DeRezAttachments(IScenePresence sp, bool saveChanged, bool saveAllScripted)
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public void DeRezAttachments(IScenePresence sp)
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{
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if (!Enabled)
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return;
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@ -259,18 +260,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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{
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foreach (SceneObjectGroup so in sp.GetAttachments())
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{
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// We can only remove the script instances from the script engine after we've retrieved their xml state
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// when we update the attachment item.
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m_scene.DeleteSceneObject(so, false, false);
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if (saveChanged || saveAllScripted)
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{
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so.IsAttachment = false;
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so.AbsolutePosition = so.RootPart.AttachedPos;
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UpdateKnownItem(sp, so, saveAllScripted);
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}
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so.RemoveScriptInstances(true);
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UpdateDetachedObject(sp, so);
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}
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sp.ClearAttachments();
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@ -597,7 +587,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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/// <param name="sp"></param>
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/// <param name="grp"></param>
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/// <param name="saveAllScripted"></param>
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private void UpdateKnownItem(IScenePresence sp, SceneObjectGroup grp, bool saveAllScripted)
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private void UpdateKnownItem(IScenePresence sp, SceneObjectGroup grp, string scriptedState)
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{
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// Saving attachments for NPCs messes them up for the real owner!
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INPCModule module = m_scene.RequestModuleInterface<INPCModule>();
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@ -607,13 +597,13 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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return;
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}
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if (grp.HasGroupChanged || (saveAllScripted && grp.ContainsScripts()))
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if (grp.HasGroupChanged)
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{
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// m_log.DebugFormat(
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// "[ATTACHMENTS MODULE]: Updating asset for attachment {0}, attachpoint {1}",
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// grp.UUID, grp.AttachmentPoint);
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string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp);
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string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp, scriptedState);
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InventoryItemBase item = new InventoryItemBase(grp.FromItemID, sp.UUID);
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item = m_scene.InventoryService.GetItem(item);
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@ -750,6 +740,60 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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return newItem;
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}
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private string GetObjectScriptStates(SceneObjectGroup grp)
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{
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using (StringWriter sw = new StringWriter())
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{
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using (XmlTextWriter writer = new XmlTextWriter(sw))
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{
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grp.SaveScriptedState(writer);
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}
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return sw.ToString();
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}
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}
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private void UpdateDetachedObject(IScenePresence sp, SceneObjectGroup so)
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{
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// Don't save attachments for HG visitors, it
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// messes up their inventory. When a HG visitor logs
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// out on a foreign grid, their attachments will be
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// reloaded in the state they were in when they left
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// the home grid. This is best anyway as the visited
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// grid may use an incompatible script engine.
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bool saveChanged
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= sp.PresenceType != PresenceType.Npc
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&& (m_scene.UserManagementModule == null
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|| m_scene.UserManagementModule.IsLocalGridUser(sp.UUID));
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// Scripts MUST be snapshotted before the object is
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// removed from the scene because doing otherwise will
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// clobber the run flag
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string scriptedState = GetObjectScriptStates(so);
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// Remove the object from the scene so no more updates
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// are sent. Doing this before the below changes will ensure
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// updates can't cause "HUD artefacts"
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m_scene.DeleteSceneObject(so, false, false);
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// Prepare sog for storage
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so.AttachedAvatar = UUID.Zero;
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so.RootPart.SetParentLocalId(0);
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so.IsAttachment = false;
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if (saveChanged)
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{
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// We cannot use AbsolutePosition here because that would
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// attempt to cross the prim as it is detached
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so.ForEachPart(x => { x.GroupPosition = so.RootPart.AttachedPos; });
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UpdateKnownItem(sp, so, scriptedState);
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}
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// Now, remove the scripts
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so.RemoveScriptInstances(true);
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}
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private void DetachSingleAttachmentToInvInternal(IScenePresence sp, SceneObjectGroup so)
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{
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// m_log.DebugFormat("[ATTACHMENTS MODULE]: Detaching item {0} to inventory for {1}", itemID, sp.Name);
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@ -757,22 +801,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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m_scene.EventManager.TriggerOnAttach(so.LocalId, so.FromItemID, UUID.Zero);
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sp.RemoveAttachment(so);
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// Prepare sog for storage
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so.AttachedAvatar = UUID.Zero;
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so.RootPart.SetParentLocalId(0);
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so.IsAttachment = false;
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// We cannot use AbsolutePosition here because that would
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// attempt to cross the prim as it is detached
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so.ForEachPart(x => { x.GroupPosition = so.RootPart.AttachedPos; });
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UpdateKnownItem(sp, so, true);
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// This MUST happen AFTER serialization because it will
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// either stop or remove the scripts. Both will cause scripts
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// to be serialized in a stopped state with the true run
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// state already lost.
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m_scene.DeleteSceneObject(so, false, true);
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UpdateDetachedObject(sp, so);
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}
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protected SceneObjectGroup RezSingleAttachmentFromInventoryInternal(
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@ -492,6 +492,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
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return null;
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}
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return account;
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/*
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try
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{
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string encpass = Util.Md5Hash(pass);
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@ -512,6 +514,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
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m_log.ErrorFormat("[INVENTORY ARCHIVER]: Could not authenticate password, {0}", e.Message);
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return null;
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}
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*/
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}
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/// <summary>
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@ -66,7 +66,7 @@ namespace OpenSim.Region.Framework.Interfaces
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/// <param name="sp">The presence closing</param>
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/// <param name="saveChanged">Save changed attachments.</param>
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/// <param name="saveAllScripted">Save attachments with scripts even if they haven't changed.</para>
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void DeRezAttachments(IScenePresence sp, bool saveChanged, bool saveAllScripted);
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void DeRezAttachments(IScenePresence sp);
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/// <summary>
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/// Delete all the presence's attachments from the scene
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@ -40,6 +40,8 @@ namespace OpenSim.Region.Framework.Interfaces
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/// </remarks>
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public interface IScenePresence : ISceneAgent
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{
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PresenceType PresenceType { get; }
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/// <summary>
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/// Copy of the script states while the agent is in transit. This state may
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/// need to be placed back in case of transfer fail.
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@ -3461,17 +3461,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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if (AttachmentsModule != null)
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{
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// Don't save attachments for HG visitors, it
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// messes up their inventory. When a HG visitor logs
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// out on a foreign grid, their attachments will be
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// reloaded in the state they were in when they left
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// the home grid. This is best anyway as the visited
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// grid may use an incompatible script engine.
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bool saveChanged
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= avatar.PresenceType != PresenceType.Npc
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&& (UserManagementModule == null || UserManagementModule.IsLocalGridUser(avatar.UUID));
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AttachmentsModule.DeRezAttachments(avatar, saveChanged, false);
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AttachmentsModule.DeRezAttachments(avatar);
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}
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ForEachClient(
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@ -151,6 +151,24 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
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ToOriginalXmlFormat(sceneObject, writer, doScriptStates, false);
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}
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public static string ToOriginalXmlFormat(SceneObjectGroup sceneObject, string scriptedState)
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{
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using (StringWriter sw = new StringWriter())
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{
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using (XmlTextWriter writer = new XmlTextWriter(sw))
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{
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writer.WriteStartElement(String.Empty, "SceneObjectGroup", String.Empty);
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ToOriginalXmlFormat(sceneObject, writer, false, true);
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writer.WriteRaw(scriptedState);
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writer.WriteEndElement();
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}
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return sw.ToString();
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}
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}
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/// <summary>
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/// Serialize a scene object to the original xml format
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/// </summary>
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@ -1027,7 +1027,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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{
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d.AABB aabb;
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d.GeomGetAABB(g2, out aabb);
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float tmp = vtmp.Z - sz * .25f;
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float tmp = vtmp.Z - sz * .18f;
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if (aabb.MaxZ < tmp)
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{
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@ -1057,7 +1057,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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{
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d.AABB aabb;
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d.GeomGetAABB(g1, out aabb);
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float tmp = vtmp.Z - sz * .25f;
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float tmp = vtmp.Z - sz * .18f;
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if (aabb.MaxZ < tmp)
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{
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@ -11471,6 +11471,59 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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if (userAgent != null)
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httpHeaders["User-Agent"] = userAgent;
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// See if the URL contains any header hacks
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string[] urlParts = url.Split(new char[] {'\n'});
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if (urlParts.Length > 1)
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{
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// Iterate the passed headers and parse them
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for (int i = 1 ; i < urlParts.Length ; i++ )
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{
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// The rest of those would be added to the body in SL.
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// Let's not do that.
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if (urlParts[i] == String.Empty)
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break;
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// See if this could be a valid header
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string[] headerParts = urlParts[i].Split(new char[] {':'}, 2);
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if (headerParts.Length != 2)
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continue;
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string headerName = headerParts[0].Trim();
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string headerValue = headerParts[1].Trim();
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// Filter out headers that could be used to abuse
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// another system or cloak the request
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if (headerName.ToLower() == "x-secondlife-shard" ||
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headerName.ToLower() == "x-secondlife-object-name" ||
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headerName.ToLower() == "x-secondlife-object-key" ||
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headerName.ToLower() == "x-secondlife-region" ||
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headerName.ToLower() == "x-secondlife-local-position" ||
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headerName.ToLower() == "x-secondlife-local-velocity" ||
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headerName.ToLower() == "x-secondlife-local-rotation" ||
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headerName.ToLower() == "x-secondlife-owner-name" ||
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headerName.ToLower() == "x-secondlife-owner-key" ||
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headerName.ToLower() == "connection" ||
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headerName.ToLower() == "content-length" ||
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headerName.ToLower() == "from" ||
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headerName.ToLower() == "host" ||
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headerName.ToLower() == "proxy-authorization" ||
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headerName.ToLower() == "referer" ||
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headerName.ToLower() == "trailer" ||
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headerName.ToLower() == "transfer-encoding" ||
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headerName.ToLower() == "via" ||
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headerName.ToLower() == "authorization")
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continue;
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httpHeaders[headerName] = headerValue;
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}
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// Finally, strip any protocol specifier from the URL
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url = urlParts[0].Trim();
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int idx = url.IndexOf(" HTTP/");
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if (idx != -1)
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url = url.Substring(0, idx);
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}
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string authregex = @"^(https?:\/\/)(\w+):(\w+)@(.*)$";
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Regex r = new Regex(authregex);
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int[] gnums = r.GetGroupNumbers();
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