* First draft implementation of copying prim inventory items back to agent inventory
* Now, if you own an item in a prim, you should be able to successfully drag it back into your inventory * Temporarily, users which are not owners of the item cannot copy it, even if 'everyone can copy' is set * This is pending fixes/implementation of upstream permission implementation0.6.0-stable
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@ -92,7 +92,7 @@ namespace OpenSim.Framework.Communications.Cache
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}
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/// <summary>
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/// Does this folder contain the given item?
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/// Does this folder or any of its subfolders contain the given item?
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/// </summary>
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/// <param name="itemID"></param>
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/// <returns></returns>
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@ -408,6 +408,8 @@ namespace OpenSim.Framework
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public delegate void UpdateTaskInventory(IClientAPI remoteClient, LLUUID itemID, LLUUID folderID, uint localID);
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public delegate void MoveTaskInventory(IClientAPI remoteClient, LLUUID folderID, uint localID, LLUUID itemID);
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public delegate void RemoveTaskInventory(IClientAPI remoteClient, LLUUID itemID, uint localID);
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public delegate void UDPAssetUploadRequest(
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@ -530,6 +532,7 @@ namespace OpenSim.Framework
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event ConfirmXfer OnConfirmXfer;
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event RezScript OnRezScript;
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event UpdateTaskInventory OnUpdateTaskInventory;
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event MoveTaskInventory OnMoveTaskItem;
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event RemoveTaskInventory OnRemoveTaskItem;
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event RequestAsset OnRequestAsset;
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@ -196,6 +196,7 @@ namespace OpenSim.Region.ClientStack
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private RemoveInventoryFolder handlerRemoveInventoryFolder = null;
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private RequestTaskInventory handlerRequestTaskInventory = null; //OnRequestTaskInventory;
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private UpdateTaskInventory handlerUpdateTaskInventory = null; //OnUpdateTaskInventory;
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private MoveTaskInventory handlerMoveTaskItem = null;
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private RemoveTaskInventory handlerRemoveTaskItem = null; //OnRemoveTaskItem;
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private RezScript handlerRezScript = null; //OnRezScript;
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private RequestMapBlocks handlerRequestMapBlocks = null; //OnRequestMapBlocks;
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@ -762,6 +763,7 @@ namespace OpenSim.Region.ClientStack
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public event ConfirmXfer OnConfirmXfer;
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public event RezScript OnRezScript;
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public event UpdateTaskInventory OnUpdateTaskInventory;
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public event MoveTaskInventory OnMoveTaskItem;
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public event RemoveTaskInventory OnRemoveTaskItem;
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public event RequestAsset OnRequestAsset;
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@ -4250,8 +4252,11 @@ namespace OpenSim.Region.ClientStack
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}
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}
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}
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break;
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case PacketType.RemoveTaskInventory:
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RemoveTaskInventoryPacket removeTask = (RemoveTaskInventoryPacket)Pack;
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handlerRemoveTaskItem = OnRemoveTaskItem;
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@ -4260,11 +4265,27 @@ namespace OpenSim.Region.ClientStack
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{
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handlerRemoveTaskItem(this, removeTask.InventoryData.ItemID, removeTask.InventoryData.LocalID);
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}
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break;
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case PacketType.MoveTaskInventory:
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m_log.Warn("[CLIENT]: unhandled MoveTaskInventory packet");
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MoveTaskInventoryPacket moveTaskInventoryPacket = (MoveTaskInventoryPacket)Pack;
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handlerMoveTaskItem = OnMoveTaskItem;
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if (handlerMoveTaskItem != null)
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{
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handlerMoveTaskItem(
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this, moveTaskInventoryPacket.AgentData.FolderID,
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moveTaskInventoryPacket.InventoryData.LocalID,
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moveTaskInventoryPacket.InventoryData.ItemID);
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}
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break;
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case PacketType.RezScript:
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//Console.WriteLine(Pack.ToString());
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RezScriptPacket rezScriptx = (RezScriptPacket)Pack;
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@ -4275,6 +4296,7 @@ namespace OpenSim.Region.ClientStack
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handlerRezScript(this, rezScriptx.InventoryBlock.ItemID, rezScriptx.UpdateBlock.ObjectLocalID);
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}
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break;
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case PacketType.MapLayerRequest:
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RequestMapLayer();
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break;
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@ -83,6 +83,14 @@ namespace OpenSim.Region.Environment.Scenes
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}
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EventManager.TriggerOnNewInventoryItemUploadComplete(remoteClient.AgentId, item.AssetID, item.Name, userlevel);
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}
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else
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{
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m_log.ErrorFormat(
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"[AGENT INVENTORY]: Agent {0} {1} was not found for add of item {2} {3}",
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remoteClient.Name, remoteClient.AgentId, item.Name, item.ID);
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return;
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}
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}
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/// <summary>
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@ -697,6 +705,79 @@ namespace OpenSim.Region.Environment.Scenes
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}
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}
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/// <summary>
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/// Move the given item in the given prim to a folder in the client's inventory
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/// </summary>
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/// <param name="remoteClient"></param>
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/// <param name="folderID"></param>
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/// <param name="primLocalID"></param>
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/// <param name="itemID"></param>
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public void MoveTaskInventoryItem(IClientAPI remoteClient, LLUUID folderId, uint primLocalId, LLUUID itemId)
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{
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SceneObjectGroup group = GetGroupByPrim(primLocalId);
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if (null == group)
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{
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m_log.WarnFormat(
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"[PRIM INVENTORY]: " +
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"Move of inventory item {0} from prim with local id {1} failed because the prim could not be found",
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itemId, primLocalId);
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return;
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}
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TaskInventoryItem taskItem = group.GetInventoryItem(primLocalId, itemId);
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if (null == taskItem)
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{
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// Console already notified of error in GetInventoryItem
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return;
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}
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// bool permission;
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// permission = PermissionsMngr.CanCopyObject(remoteClient.AgentId,
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// ((SceneObjectGroup) selectedEnt).UUID);
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// Pending resolving upstream problems with permissions, we just won't allow anybody who is not the owner
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// to copy
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if (remoteClient.AgentId != taskItem.OwnerID)
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{
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m_log.InfoFormat(
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"[PRIM INVENTORY]: Attempt made by {0} {1} to copy inventory item {2} {3} in prim {4} {5},"
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+ " but temporarily not allowed pending upstream bugfixes/feature implementation",
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remoteClient.Name, remoteClient.AgentId, taskItem.Name, taskItem.ItemID, group.Name, group.UUID);
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return;
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}
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InventoryItemBase agentItem = new InventoryItemBase();
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agentItem.ID = LLUUID.Random();
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agentItem.Creator = taskItem.CreatorID;
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agentItem.Owner = remoteClient.AgentId;
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agentItem.AssetID = taskItem.AssetID;
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agentItem.Description = taskItem.Description;
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agentItem.Name = taskItem.Name;
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agentItem.AssetType = taskItem.Type;
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agentItem.InvType = taskItem.InvType;
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agentItem.Folder = folderId;
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agentItem.EveryOnePermissions = taskItem.EveryoneMask;
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if (remoteClient.AgentId != taskItem.OwnerID) {
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agentItem.BasePermissions = taskItem.NextOwnerMask;
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agentItem.CurrentPermissions = taskItem.NextOwnerMask;
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agentItem.NextPermissions = taskItem.NextOwnerMask;
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}
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else
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{
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agentItem.BasePermissions = taskItem.BaseMask;
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agentItem.CurrentPermissions = taskItem.OwnerMask;
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agentItem.NextPermissions = taskItem.NextOwnerMask;
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}
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AddInventoryItem(remoteClient, agentItem);
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}
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/// <summary>
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/// Update an item in a prim (task) inventory.
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/// This method does not handle scripts, <see>RezScript(IClientAPI, LLUUID, unit)</see>
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@ -1608,6 +1608,7 @@ namespace OpenSim.Region.Environment.Scenes
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client.OnRequestTaskInventory += RequestTaskInventory;
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client.OnRemoveTaskItem += RemoveTaskInventory;
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client.OnUpdateTaskInventory += UpdateTaskInventory;
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client.OnMoveTaskItem += MoveTaskInventoryItem;
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client.OnGrabObject += ProcessObjectGrab;
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client.OnMoneyTransferRequest += ProcessMoneyTransferRequest;
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@ -198,6 +198,13 @@ namespace OpenSim.Region.Environment.Scenes
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taskItem.CreatorID = item.Creator;
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taskItem.Type = item.AssetType;
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taskItem.InvType = item.InvType;
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taskItem.BaseMask = item.BasePermissions;
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taskItem.OwnerMask = item.CurrentPermissions;
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// FIXME: ignoring group permissions for now as they aren't stored in item
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taskItem.EveryoneMask = item.EveryOnePermissions;
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taskItem.NextOwnerMask = item.NextPermissions;
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part.AddInventoryItem(taskItem);
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return true;
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@ -1904,7 +1904,7 @@ namespace OpenSim.Region.Environment.Scenes
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}
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/// <summary>
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///
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/// Return metadata about a prim (name, description, sale price, etc.)
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/// </summary>
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/// <param name="client"></param>
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public void GetProperties(IClientAPI client)
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@ -482,8 +482,9 @@ namespace OpenSim.Region.Environment.Scenes
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public void RequestInventoryFile(IXfer xferManager)
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{
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byte[] fileData = new byte[0];
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InventoryStringBuilder invString = new InventoryStringBuilder(m_folderID, UUID);
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//InventoryStringBuilder invString = new InventoryStringBuilder(UUID, LLUUID.Zero);
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//InventoryStringBuilder invString = new InventoryStringBuilder(m_folderID, UUID);
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// InventoryStringBuilder invString = new InventoryStringBuilder(UUID, LLUUID.Zero);
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InventoryStringBuilder invString = new InventoryStringBuilder(m_folderID, LLUUID.Zero);
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lock (m_taskInventory)
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{
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@ -492,20 +493,28 @@ namespace OpenSim.Region.Environment.Scenes
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invString.AddItemStart();
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invString.AddNameValueLine("item_id", item.ItemID.ToString());
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invString.AddNameValueLine("parent_id", item.ParentID.ToString());
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// invString.AddNameValueLine("parent_id", UUID.ToString());
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//invString.AddNameValueLine("parent_id", item.ParentID.ToString());
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invString.AddNameValueLine("parent_id", m_folderID.ToString());
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invString.AddPermissionsStart();
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// FIXME: Temporary until permissions are properly sorted.
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invString.AddNameValueLine("base_mask", "7fffffff");
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invString.AddNameValueLine("owner_mask", "7fffffff");
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invString.AddNameValueLine("group_mask", "7fffffff");
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invString.AddNameValueLine("everyone_mask", "7fffffff");
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invString.AddNameValueLine("next_owner_mask", "7fffffff");
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// invString.AddNameValueLine("group_mask", "00000000");
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// invString.AddNameValueLine("everyone_mask", "00000000");
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// invString.AddNameValueLine("next_owner_mask", "00086000");
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// invString.AddNameValueLine("base_mask", Helpers.UIntToHexString(item.BaseMask));
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// invString.AddNameValueLine("owner_mask", Helpers.UIntToHexString(item.OwnerMask));
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// invString.AddNameValueLine("group_mask", Helpers.UIntToHexString(item.GroupMask));
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// invString.AddNameValueLine("everyone_mask", Helpers.UIntToHexString(item.EveryoneMask));
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// invString.AddNameValueLine("next_owner_mask", Helpers.UIntToHexString(item.NextOwnerMask));
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invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
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invString.AddNameValueLine("owner_id", item.OwnerID.ToString());
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@ -537,8 +546,7 @@ namespace OpenSim.Region.Environment.Scenes
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fileData = Helpers.StringToField(invString.BuildString);
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// m_log.DebugFormat(
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// "[PRIM INVENTORY]: RequestInventoryFile fileData: {0}", Helpers.FieldToUTF8String(fileData));
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//m_log.Debug("[PRIM INVENTORY]: RequestInventoryFile fileData: " + Helpers.FieldToUTF8String(fileData));
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if (fileData.Length > 2)
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{
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@ -747,13 +747,16 @@ namespace OpenSim.Region.Environment.Scenes
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Acceleration = new LLVector3(0, 0, 0);
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m_TextureAnimation = new byte[0];
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m_inventoryFileName = "inventory_" + LLUUID.Random().ToString() + ".tmp";
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m_folderID = LLUUID.Random();
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// Prims currently only contain a single folder (Contents). From looking at the Second Life protocol,
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// this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from
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// the prim into an agent inventory (Linden client reports that the "Object not found for drop" in its log
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m_folderID = UUID;
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Flags = 0;
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Flags |= LLObject.ObjectFlags.AllowInventoryDrop |
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LLObject.ObjectFlags.CreateSelected;
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TrimPermissions();
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ScheduleFullUpdate();
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@ -134,6 +134,7 @@ namespace OpenSim.Region.Examples.SimpleModule
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public event ConfirmXfer OnConfirmXfer;
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public event RezScript OnRezScript;
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public event UpdateTaskInventory OnUpdateTaskInventory;
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public event MoveTaskInventory OnMoveTaskItem;
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public event RemoveTaskInventory OnRemoveTaskItem;
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public event RequestAsset OnRequestAsset;
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