diff --git a/OpenSim/Framework/ILandObject.cs b/OpenSim/Framework/ILandObject.cs index dd73b3fe01..4f98d7bb30 100644 --- a/OpenSim/Framework/ILandObject.cs +++ b/OpenSim/Framework/ILandObject.cs @@ -71,6 +71,7 @@ namespace OpenSim.Framework bool IsEitherBannedOrRestricted(UUID avatar); bool IsBannedFromLand(UUID avatar); bool IsRestrictedFromLand(UUID avatar); + bool IsInLandAccessList(UUID avatar); void SendLandUpdateToClient(IClientAPI remote_client); void SendLandUpdateToClient(bool snap_selection, IClientAPI remote_client); List CreateAccessListArrayByFlag(AccessList flag); diff --git a/OpenSim/Region/Application/OpenSimBase.cs b/OpenSim/Region/Application/OpenSimBase.cs index c6956fc2b9..484159ce15 100644 --- a/OpenSim/Region/Application/OpenSimBase.cs +++ b/OpenSim/Region/Application/OpenSimBase.cs @@ -430,7 +430,7 @@ namespace OpenSim mscene = scene; - scene.StartTimer(); + scene.Start(); scene.StartScripts(); diff --git a/OpenSim/Region/CoreModules/Avatar/Friends/HGStatusNotifier.cs b/OpenSim/Region/CoreModules/Avatar/Friends/HGStatusNotifier.cs index 61c6a30113..1fa4dd6ba0 100644 --- a/OpenSim/Region/CoreModules/Avatar/Friends/HGStatusNotifier.cs +++ b/OpenSim/Region/CoreModules/Avatar/Friends/HGStatusNotifier.cs @@ -48,15 +48,18 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends if (Util.ParseUniversalUserIdentifier(ids[0], out friendID, out tmp, out tmp, out tmp, out tmp)) { string friendsServerURI = m_FriendsModule.UserManagementModule.GetUserServerURL(friendID, "FriendsServerURI"); - HGFriendsServicesConnector fConn = new HGFriendsServicesConnector(friendsServerURI); - - List friendsOnline = fConn.StatusNotification(ids, userID, online); - - if (online && friendsOnline.Count > 0) + if (friendsServerURI != string.Empty) { - IClientAPI client = m_FriendsModule.LocateClientObject(userID); - if (client != null) - client.SendAgentOnline(friendsOnline.ToArray()); + HGFriendsServicesConnector fConn = new HGFriendsServicesConnector(friendsServerURI); + + List friendsOnline = fConn.StatusNotification(ids, userID, online); + + if (online && friendsOnline.Count > 0) + { + IClientAPI client = m_FriendsModule.LocateClientObject(userID); + if (client != null) + client.SendAgentOnline(friendsOnline.ToArray()); + } } } } diff --git a/OpenSim/Region/CoreModules/World/Land/LandObject.cs b/OpenSim/Region/CoreModules/World/Land/LandObject.cs index cc42f7f493..a0ed5a5274 100644 --- a/OpenSim/Region/CoreModules/World/Land/LandObject.cs +++ b/OpenSim/Region/CoreModules/World/Land/LandObject.cs @@ -448,8 +448,6 @@ namespace OpenSim.Region.CoreModules.World.Land public bool IsRestrictedFromLand(UUID avatar) { - ExpireAccessList(); - if (m_scene.Permissions.IsAdministrator(avatar)) return false; @@ -459,20 +457,27 @@ namespace OpenSim.Region.CoreModules.World.Land if (avatar == LandData.OwnerID) return false; - if ((LandData.Flags & (uint) ParcelFlags.UseAccessList) > 0) + if ((LandData.Flags & (uint) ParcelFlags.UseAccessList) == 0) + return false; + + return (!IsInLandAccessList(avatar)); + } + + public bool IsInLandAccessList(UUID avatar) + { + ExpireAccessList(); + + if (LandData.ParcelAccessList.FindIndex( + delegate(LandAccessEntry e) + { + if (e.AgentID == avatar && e.Flags == AccessList.Access) + return true; + return false; + }) == -1) { - if (LandData.ParcelAccessList.FindIndex( - delegate(LandAccessEntry e) - { - if (e.AgentID == avatar && e.Flags == AccessList.Access) - return true; - return false; - }) == -1) - { - return true; - } + return false; } - return false; + return true; } public void SendLandUpdateToClient(IClientAPI remote_client) diff --git a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs index 6018c3926d..ac03747620 100644 --- a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs +++ b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs @@ -94,7 +94,9 @@ namespace OpenSim.Region.CoreModules.World.Permissions private bool m_RegionOwnerIsGod = false; private bool m_RegionManagerIsGod = false; private bool m_ParcelOwnerIsGod = false; - + + private bool m_SimpleBuildPermissions = false; + /// /// The set of users that are allowed to create scripts. This is only active if permissions are not being /// bypassed. This overrides normal permissions. @@ -139,7 +141,9 @@ namespace OpenSim.Region.CoreModules.World.Permissions m_RegionOwnerIsGod = myConfig.GetBoolean("region_owner_is_god", true); m_RegionManagerIsGod = myConfig.GetBoolean("region_manager_is_god", false); m_ParcelOwnerIsGod = myConfig.GetBoolean("parcel_owner_is_god", true); - + + m_SimpleBuildPermissions = myConfig.GetBoolean("simple_build_permissions", false); + m_allowedScriptCreators = ParseUserSetConfigSetting(myConfig, "allowed_script_creators", m_allowedScriptCreators); m_allowedScriptEditors @@ -824,6 +828,10 @@ namespace OpenSim.Region.CoreModules.World.Permissions permission = true; } + if (m_SimpleBuildPermissions && + (parcel.LandData.Flags & (uint)ParcelFlags.UseAccessList) == 0 && parcel.IsInLandAccessList(user)) + permission = true; + return permission; } diff --git a/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs b/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs index ef9c95c990..9cd8f2beb3 100644 --- a/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs +++ b/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs @@ -598,6 +598,12 @@ namespace OpenSim.Region.CoreModules.World.Terrain "[TERRAIN]: Could not save terrain from {0} to {1}. Valid file extensions are {2}", m_scene.RegionInfo.RegionName, filename, m_supportedFileExtensions); } +// else +// { +// m_log.ErrorFormat( +// "[TERRAIN]: Could not save terrain from {0} to {1}. {2} {3} {4} {5} {6} {7}", +// m_scene.RegionInfo.RegionName, filename, fileWidth, fileHeight, fileStartX, fileStartY, offsetX, offsetY); +// } } /// diff --git a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs index 15060fdd17..1334905f35 100644 --- a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs +++ b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs @@ -154,6 +154,15 @@ namespace OpenSim.Region.Framework.Interfaces /// null if the item does not exist TaskInventoryItem GetInventoryItem(UUID itemId); + /// + /// Get all inventory items. + /// + /// + /// + /// If there are no inventory items then an empty list is returned. + /// + List GetInventoryItems(); + /// /// Get inventory items by name. /// @@ -162,7 +171,7 @@ namespace OpenSim.Region.Framework.Interfaces /// A list of inventory items with that name. /// If no inventory item has that name then an empty list is returned. /// - IList GetInventoryItems(string name); + List GetInventoryItems(string name); /// /// Get the scene object referenced by an inventory item. diff --git a/OpenSim/Region/Framework/Scenes/Animation/AnimationSet.cs b/OpenSim/Region/Framework/Scenes/Animation/AnimationSet.cs index 240a424415..33041e9ac7 100644 --- a/OpenSim/Region/Framework/Scenes/Animation/AnimationSet.cs +++ b/OpenSim/Region/Framework/Scenes/Animation/AnimationSet.cs @@ -138,9 +138,9 @@ namespace OpenSim.Region.Framework.Scenes.Animation // "[ANIMATION SET]: Setting default animation {0}, sequence number {1}, object id {2}", // anim, sequenceNum, objectID); - if (AvatarAnimations.AnimsUUID.ContainsKey(anim)) + if (DefaultAvatarAnimations.AnimsUUID.ContainsKey(anim)) { - return SetDefaultAnimation(AvatarAnimations.AnimsUUID[anim], sequenceNum, objectID); + return SetDefaultAnimation(DefaultAvatarAnimations.AnimsUUID[anim], sequenceNum, objectID); } return false; } diff --git a/OpenSim/Region/Framework/Scenes/Animation/AvatarAnimations.cs b/OpenSim/Region/Framework/Scenes/Animation/DefaultAvatarAnimations.cs similarity index 98% rename from OpenSim/Region/Framework/Scenes/Animation/AvatarAnimations.cs rename to OpenSim/Region/Framework/Scenes/Animation/DefaultAvatarAnimations.cs index ec928f4e97..c2b0468067 100644 --- a/OpenSim/Region/Framework/Scenes/Animation/AvatarAnimations.cs +++ b/OpenSim/Region/Framework/Scenes/Animation/DefaultAvatarAnimations.cs @@ -33,7 +33,7 @@ using OpenMetaverse; namespace OpenSim.Region.Framework.Scenes.Animation { - public class AvatarAnimations + public class DefaultAvatarAnimations { // private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); @@ -43,7 +43,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation public static Dictionary AnimsNames = new Dictionary(); public static Dictionary AnimStateNames = new Dictionary(); - static AvatarAnimations() + static DefaultAvatarAnimations() { LoadAnimations(DefaultAnimationsPath); } diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs index 9038ebc590..f5623bdf69 100644 --- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs +++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs @@ -99,7 +99,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation // XXX: For some reason, we store all animations and use them with upper case names, but in LSL animations // are referenced with lower case names! - UUID animID = AvatarAnimations.GetDefaultAnimation(name.ToUpper()); + UUID animID = DefaultAvatarAnimations.GetDefaultAnimation(name.ToUpper()); if (animID == UUID.Zero) return; @@ -125,7 +125,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation // XXX: For some reason, we store all animations and use them with upper case names, but in LSL animations // are referenced with lower case names! - UUID animID = AvatarAnimations.GetDefaultAnimation(name); + UUID animID = DefaultAvatarAnimations.GetDefaultAnimation(name.ToUpper()); if (animID == UUID.Zero) return; diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs index 6ae4adc227..5abd74ff96 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs @@ -1210,9 +1210,9 @@ namespace OpenSim.Region.Framework.Scenes /// /// Copy a task (prim) inventory item to another task (prim) /// - /// - /// - /// + /// ID of destination part + /// Source part + /// Source item id to transfer public void MoveTaskInventoryItem(UUID destId, SceneObjectPart part, UUID itemId) { TaskInventoryItem srcTaskItem = part.Inventory.GetInventoryItem(itemId); @@ -1238,24 +1238,21 @@ namespace OpenSim.Region.Framework.Scenes return; } - // Can't transfer this - // - if ((part.OwnerID != destPart.OwnerID) && ((srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)) - return; - - if (part.OwnerID != destPart.OwnerID && (part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0) + if (part.OwnerID != destPart.OwnerID) { - // object cannot copy items to an object owned by a different owner - // unless llAllowInventoryDrop has been called + // Source must have transfer permissions + if ((srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0) + return; - return; + // Object cannot copy items to an object owned by a different owner + // unless llAllowInventoryDrop has been called on the destination + if ((destPart.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0) + return; } // must have both move and modify permission to put an item in an object if ((part.OwnerMask & ((uint)PermissionMask.Move | (uint)PermissionMask.Modify)) == 0) - { return; - } TaskInventoryItem destTaskItem = new TaskInventoryItem(); diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 76e632e45d..d354ef05ad 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -211,14 +211,12 @@ namespace OpenSim.Region.Framework.Scenes /// private bool m_cleaningTemps = false; - private Object m_heartbeatLock = new Object(); +// private Object m_heartbeatLock = new Object(); // TODO: Possibly stop other classes being able to manipulate this directly. private SceneGraph m_sceneGraph; private volatile int m_bordersLocked; -// private int m_RestartTimerCounter; private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing -// private int m_incrementsof15seconds; private volatile bool m_backingup; private Dictionary m_returns = new Dictionary(); private Dictionary m_groupsWithTargets = new Dictionary(); @@ -226,12 +224,17 @@ namespace OpenSim.Region.Framework.Scenes private bool m_physics_enabled = true; private bool m_scripts_enabled = true; private string m_defaultScriptEngine; + + /// + /// Tick at which the last login occurred. + /// private int m_LastLogin; + private Thread HeartbeatThread; private volatile bool shuttingdown; - private int m_lastUpdate; - private bool m_firstHeartbeat = true; +// private int m_lastUpdate; +// private bool m_firstHeartbeat = true; private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time; private bool m_reprioritizationEnabled = true; @@ -801,7 +804,7 @@ namespace OpenSim.Region.Framework.Scenes m_permissions = new ScenePermissions(this); - m_lastUpdate = Util.EnvironmentTickCount(); +// m_lastUpdate = Util.EnvironmentTickCount(); } #endregion @@ -1074,6 +1077,12 @@ namespace OpenSim.Region.Framework.Scenes m_physics_enabled = enablePhysics; } +// if (options.ContainsKey("collisions")) +// { +// // TODO: Implement. If false, should stop objects colliding, though possibly should still allow +// // the avatar themselves to collide with the ground. +// } + if (options.ContainsKey("teleport")) { bool enableTeleportDebugging; @@ -1150,9 +1159,9 @@ namespace OpenSim.Region.Framework.Scenes } /// - /// Start the timer which triggers regular scene updates + /// Start the scene /// - public void StartTimer() + public void Start() { // m_log.DebugFormat("[SCENE]: Starting Heartbeat timer for {0}", RegionInfo.RegionName); @@ -1164,7 +1173,7 @@ namespace OpenSim.Region.Framework.Scenes HeartbeatThread.Abort(); HeartbeatThread = null; } - m_lastUpdate = Util.EnvironmentTickCount(); +// m_lastUpdate = Util.EnvironmentTickCount(); HeartbeatThread = Watchdog.StartThread( @@ -1197,33 +1206,34 @@ namespace OpenSim.Region.Framework.Scenes /// private void Heartbeat() { - if (!Monitor.TryEnter(m_heartbeatLock)) - { - Watchdog.RemoveThread(); - return; - } +// if (!Monitor.TryEnter(m_heartbeatLock)) +// { +// Watchdog.RemoveThread(); +// return; +// } - try - { - m_eventManager.TriggerOnRegionStarted(this); +// try +// { - // The first frame can take a very long time due to physics actors being added on startup. Therefore, - // don't turn on the watchdog alarm for this thread until the second frame, in order to prevent false - // alarms for scenes with many objects. - Update(1); - Watchdog.GetCurrentThreadInfo().AlarmIfTimeout = true; + m_eventManager.TriggerOnRegionStarted(this); - while (!shuttingdown) - Update(-1); + // The first frame can take a very long time due to physics actors being added on startup. Therefore, + // don't turn on the watchdog alarm for this thread until the second frame, in order to prevent false + // alarms for scenes with many objects. + Update(1); + Watchdog.GetCurrentThreadInfo().AlarmIfTimeout = true; - m_lastUpdate = Util.EnvironmentTickCount(); - m_firstHeartbeat = false; - } - finally - { - Monitor.Pulse(m_heartbeatLock); - Monitor.Exit(m_heartbeatLock); - } + while (!shuttingdown) + Update(-1); + +// m_lastUpdate = Util.EnvironmentTickCount(); +// m_firstHeartbeat = false; +// } +// finally +// { +// Monitor.Pulse(m_heartbeatLock); +// Monitor.Exit(m_heartbeatLock); +// } Watchdog.RemoveThread(); } @@ -2535,7 +2545,7 @@ namespace OpenSim.Region.Framework.Scenes = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0; - CheckHeartbeat(); +// CheckHeartbeat(); ScenePresence sp = GetScenePresence(client.AgentId); @@ -3111,7 +3121,7 @@ namespace OpenSim.Region.Framework.Scenes public override void RemoveClient(UUID agentID, bool closeChildAgents) { - CheckHeartbeat(); +// CheckHeartbeat(); bool isChildAgent = false; ScenePresence avatar = GetScenePresence(agentID); if (avatar != null) @@ -4498,8 +4508,8 @@ namespace OpenSim.Region.Framework.Scenes // int health=1; // Start at 1, means we're up - if ((Util.EnvironmentTickCountSubtract(m_lastUpdate)) < 1000) - health+=1; + if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) < 1000) + health += 1; else return health; @@ -4510,7 +4520,7 @@ namespace OpenSim.Region.Framework.Scenes else return health; - CheckHeartbeat(); +// CheckHeartbeat(); return health; } @@ -4698,14 +4708,14 @@ namespace OpenSim.Region.Framework.Scenes return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z; } - private void CheckHeartbeat() - { - if (m_firstHeartbeat) - return; - - if (Util.EnvironmentTickCountSubtract(m_lastUpdate) > 2000) - StartTimer(); - } +// private void CheckHeartbeat() +// { +// if (m_firstHeartbeat) +// return; +// +// if (Util.EnvironmentTickCountSubtract(m_lastFrameTick) > 2000) +// StartTimer(); +// } public override ISceneObject DeserializeObject(string representation) { diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs index f2d19156f1..71a9084fe7 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs @@ -590,9 +590,9 @@ namespace OpenSim.Region.Framework.Scenes /// A list of inventory items with that name. /// If no inventory item has that name then an empty list is returned. /// - public IList GetInventoryItems(string name) + public List GetInventoryItems(string name) { - IList items = new List(); + List items = new List(); lock (m_items) { @@ -1100,7 +1100,7 @@ namespace OpenSim.Region.Framework.Scenes public List GetInventoryItems() { - List ret = new List(); + List ret = new List(); lock (m_items) ret = new List(m_items.Values); diff --git a/OpenSim/Region/Framework/Scenes/Tests/TaskInventoryTests.cs b/OpenSim/Region/Framework/Scenes/Tests/TaskInventoryTests.cs index e16903c47c..55c80f5af1 100644 --- a/OpenSim/Region/Framework/Scenes/Tests/TaskInventoryTests.cs +++ b/OpenSim/Region/Framework/Scenes/Tests/TaskInventoryTests.cs @@ -113,7 +113,7 @@ namespace OpenSim.Region.Framework.Tests } /// - /// Test MoveTaskInventoryItem where the item has no parent folder assigned. + /// Test MoveTaskInventoryItem from a part inventory to a user inventory where the item has no parent folder assigned. /// /// /// This should place it in the most suitable user folder. @@ -142,9 +142,11 @@ namespace OpenSim.Region.Framework.Tests } /// - /// Test MoveTaskInventoryItem where the item has no parent folder assigned. + /// Test MoveTaskInventoryItem from a part inventory to a user inventory where the item has no parent folder assigned. /// + /// /// This should place it in the most suitable user folder. + /// [Test] public void TestMoveTaskInventoryItemNoParent() { diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index 27f7c03dee..d7a629bf8b 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -4314,7 +4314,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api if (m_host.RegionHandle == presence.RegionHandle) { - Dictionary animationstateNames = AvatarAnimations.AnimStateNames; + Dictionary animationstateNames = DefaultAvatarAnimations.AnimStateNames; if (presence != null) { @@ -5600,7 +5600,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api } if (agent.Animator.Animations.DefaultAnimation.AnimID - == AvatarAnimations.AnimsUUID["SIT_GROUND_CONSTRAINED"]) + == DefaultAvatarAnimations.AnimsUUID["SIT_GROUND_CONSTRAINED"]) { flags |= ScriptBaseClass.AGENT_SITTING; } @@ -7714,7 +7714,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api LSL_Vector lower; LSL_Vector upper; if (presence.Animator.Animations.DefaultAnimation.AnimID - == AvatarAnimations.AnimsUUID["SIT_GROUND_CONSTRAINED"]) + == DefaultAvatarAnimations.AnimsUUID["SIT_GROUND_CONSTRAINED"]) { // This is for ground sitting avatars float height = presence.Appearance.AvatarHeight / 2.66666667f; diff --git a/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiInventoryTests.cs b/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiInventoryTests.cs new file mode 100644 index 0000000000..e2d0db267f --- /dev/null +++ b/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiInventoryTests.cs @@ -0,0 +1,168 @@ +/* + * 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.Text; +using log4net; +using Nini.Config; +using NUnit.Framework; +using OpenMetaverse; +using OpenMetaverse.Assets; +using OpenMetaverse.StructuredData; +using OpenSim.Framework; +using OpenSim.Region.CoreModules.Avatar.AvatarFactory; +using OpenSim.Region.OptionalModules.World.NPC; +using OpenSim.Region.Framework.Scenes; +using OpenSim.Region.ScriptEngine.Shared; +using OpenSim.Region.ScriptEngine.Shared.Api; +using OpenSim.Services.Interfaces; +using OpenSim.Tests.Common; +using OpenSim.Tests.Common.Mock; + +namespace OpenSim.Region.ScriptEngine.Shared.Tests +{ + /// + /// Tests for inventory functions in LSL + /// + [TestFixture] + public class LSL_ApiInventoryTests + { + protected Scene m_scene; + protected XEngine.XEngine m_engine; + + [SetUp] + public void SetUp() + { + IConfigSource initConfigSource = new IniConfigSource(); + IConfig config = initConfigSource.AddConfig("XEngine"); + config.Set("Enabled", "true"); + + m_scene = SceneHelpers.SetupScene(); + SceneHelpers.SetupSceneModules(m_scene, initConfigSource); + + m_engine = new XEngine.XEngine(); + m_engine.Initialise(initConfigSource); + m_engine.AddRegion(m_scene); + } + + /// + /// Test giving inventory from an object to an object where both are owned by the same user. + /// + [Test] + public void TestLlGiveInventoryO2OSameOwner() + { + TestHelpers.InMethod(); +// log4net.Config.XmlConfigurator.Configure(); + + UUID userId = TestHelpers.ParseTail(0x1); + string inventoryItemName = "item1"; + + SceneObjectGroup so1 = SceneHelpers.CreateSceneObject(1, userId, "so1", 0x10); + m_scene.AddSceneObject(so1); + + // Create an object embedded inside the first + UUID itemId = TestHelpers.ParseTail(0x20); + TaskInventoryHelpers.AddSceneObject(m_scene, so1.RootPart, inventoryItemName, itemId, userId); + + LSL_Api api = new LSL_Api(); + api.Initialize(m_engine, so1.RootPart, so1.RootPart.LocalId, so1.RootPart.UUID); + + // Create a second object + SceneObjectGroup so2 = SceneHelpers.CreateSceneObject(1, userId, "so2", 0x100); + m_scene.AddSceneObject(so2); + + api.llGiveInventory(so2.UUID.ToString(), inventoryItemName); + + // Item has copy permissions so original should stay intact. + List originalItems = so1.RootPart.Inventory.GetInventoryItems(); + Assert.That(originalItems.Count, Is.EqualTo(1)); + + List copiedItems = so2.RootPart.Inventory.GetInventoryItems(inventoryItemName); + Assert.That(copiedItems.Count, Is.EqualTo(1)); + Assert.That(copiedItems[0].Name, Is.EqualTo(inventoryItemName)); + } + + /// + /// Test giving inventory from an object to an object where they have different owners + /// + [Test] + public void TestLlGiveInventoryO2ODifferentOwners() + { + TestHelpers.InMethod(); +// log4net.Config.XmlConfigurator.Configure(); + + UUID user1Id = TestHelpers.ParseTail(0x1); + UUID user2Id = TestHelpers.ParseTail(0x2); + string inventoryItemName = "item1"; + + SceneObjectGroup so1 = SceneHelpers.CreateSceneObject(1, user1Id, "so1", 0x10); + m_scene.AddSceneObject(so1); + LSL_Api api = new LSL_Api(); + api.Initialize(m_engine, so1.RootPart, so1.RootPart.LocalId, so1.RootPart.UUID); + + // Create an object embedded inside the first + UUID itemId = TestHelpers.ParseTail(0x20); + TaskInventoryHelpers.AddSceneObject(m_scene, so1.RootPart, inventoryItemName, itemId, user1Id); + + // Create a second object + SceneObjectGroup so2 = SceneHelpers.CreateSceneObject(1, user2Id, "so2", 0x100); + m_scene.AddSceneObject(so2); + LSL_Api api2 = new LSL_Api(); + api2.Initialize(m_engine, so2.RootPart, so2.RootPart.LocalId, so2.RootPart.UUID); + + // *** Firstly, we test where llAllowInventoryDrop() has not been called. *** + api.llGiveInventory(so2.UUID.ToString(), inventoryItemName); + + { + // Item has copy permissions so original should stay intact. + List originalItems = so1.RootPart.Inventory.GetInventoryItems(); + Assert.That(originalItems.Count, Is.EqualTo(1)); + + // Should have not copied + List copiedItems = so2.RootPart.Inventory.GetInventoryItems(inventoryItemName); + Assert.That(copiedItems.Count, Is.EqualTo(0)); + } + + // *** Secondly, we turn on allow inventory drop in the target and retest. *** + api2.llAllowInventoryDrop(1); + api.llGiveInventory(so2.UUID.ToString(), inventoryItemName); + + { + // Item has copy permissions so original should stay intact. + List originalItems = so1.RootPart.Inventory.GetInventoryItems(); + Assert.That(originalItems.Count, Is.EqualTo(1)); + + // Should now have copied. + List copiedItems = so2.RootPart.Inventory.GetInventoryItems(inventoryItemName); + Assert.That(copiedItems.Count, Is.EqualTo(1)); + Assert.That(copiedItems[0].Name, Is.EqualTo(inventoryItemName)); + } + } + } +} \ No newline at end of file diff --git a/OpenSim/Server/Handlers/Login/LLLoginHandlers.cs b/OpenSim/Server/Handlers/Login/LLLoginHandlers.cs index 8048f861de..f83a23998a 100644 --- a/OpenSim/Server/Handlers/Login/LLLoginHandlers.cs +++ b/OpenSim/Server/Handlers/Login/LLLoginHandlers.cs @@ -73,6 +73,20 @@ namespace OpenSim.Server.Handlers.Login if (requestData != null) { + // Debug code to show exactly what login parameters the viewer is sending us. + // TODO: Extract into a method that can be generally applied if one doesn't already exist. +// foreach (string key in requestData.Keys) +// { +// object value = requestData[key]; +// Console.WriteLine("{0}:{1}", key, value); +// if (value is ArrayList) +// { +// ICollection col = value as ICollection; +// foreach (object item in col) +// Console.WriteLine(" {0}", item); +// } +// } + if (requestData.ContainsKey("first") && requestData["first"] != null && requestData.ContainsKey("last") && requestData["last"] != null && ( (requestData.ContainsKey("passwd") && requestData["passwd"] != null) || diff --git a/OpenSim/Server/Handlers/Login/LLLoginServiceInConnector.cs b/OpenSim/Server/Handlers/Login/LLLoginServiceInConnector.cs index 16c93c8e2c..9a7ad34e10 100644 --- a/OpenSim/Server/Handlers/Login/LLLoginServiceInConnector.cs +++ b/OpenSim/Server/Handlers/Login/LLLoginServiceInConnector.cs @@ -94,6 +94,5 @@ namespace OpenSim.Server.Handlers.Login server.AddXmlRPCHandler("set_login_level", loginHandlers.HandleXMLRPCSetLoginLevel, false); server.SetDefaultLLSDHandler(loginHandlers.HandleLLSDLogin); } - } } diff --git a/bin/OpenSim.ini.example b/bin/OpenSim.ini.example index 2c85f9db18..50366a675d 100755 --- a/bin/OpenSim.ini.example +++ b/bin/OpenSim.ini.example @@ -194,6 +194,15 @@ ; region_manager_is_god = false ; parcel_owner_is_god = true + ;; More control over permissions + ;; This is definitely not SL! + ; Provides a simple control for land owners to give build rights to specific avatars + ; in publicly accessible parcels that disallow object creation in general. + ; Owners specific avatars by adding them to the Access List of the parcel + ; without having to use the Groups feature + ; simple_build_permissions = false + + ;; Default script engine to use. Currently, we only have XEngine ; DefaultScriptEngine = "XEngine" diff --git a/bin/OpenSimDefaults.ini b/bin/OpenSimDefaults.ini index fd31131bb5..3470b82b07 100644 --- a/bin/OpenSimDefaults.ini +++ b/bin/OpenSimDefaults.ini @@ -260,6 +260,14 @@ ; Default value is all ; allowed_script_editors = all + ; Provides a simple control for land owners to give build rights to specific avatars + ; in publicly accessible parcels that disallow object creation in general. + ; Owners specific avatars by adding them to the Access List of the parcel + ; without having to use the Groups feature + ; Disabled by default + ; simple_build_permissions = False + + ; ## ; ## SCRIPT ENGINE ; ##