/* * 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 log4net; using Mono.Addins; using Nini.Config; using OpenMetaverse; using OpenMetaverse.Packets; using OpenSim.Framework; using OpenSim.Region.Framework; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.Framework.Scenes; using OpenSim.Region.Framework.Scenes.Serialization; namespace OpenSim.Region.CoreModules.Avatar.Attachments { [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "AttachmentsModule")] public class AttachmentsModule : IAttachmentsModule, INonSharedRegionModule { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); private Scene m_scene = null; private IDialogModule m_dialogModule; public string Name { get { return "Attachments Module"; } } public Type ReplaceableInterface { get { return null; } } public void Initialise(IConfigSource source) {} public void AddRegion(Scene scene) { m_scene = scene; m_dialogModule = m_scene.RequestModuleInterface(); m_scene.RegisterModuleInterface(this); m_scene.EventManager.OnNewClient += SubscribeToClientEvents; // TODO: Should probably be subscribing to CloseClient too, but this doesn't yet give us IClientAPI } public void RemoveRegion(Scene scene) { m_scene.UnregisterModuleInterface(this); m_scene.EventManager.OnNewClient -= SubscribeToClientEvents; } public void RegionLoaded(Scene scene) {} public void Close() { RemoveRegion(m_scene); } public void SubscribeToClientEvents(IClientAPI client) { client.OnRezSingleAttachmentFromInv += RezSingleAttachmentFromInventory; client.OnRezMultipleAttachmentsFromInv += RezMultipleAttachmentsFromInventory; client.OnObjectAttach += AttachObject; client.OnObjectDetach += DetachObject; client.OnDetachAttachmentIntoInv += DetachSingleAttachmentToInv; } public void UnsubscribeFromClientEvents(IClientAPI client) { client.OnRezSingleAttachmentFromInv -= RezSingleAttachmentFromInventory; client.OnRezMultipleAttachmentsFromInv -= RezMultipleAttachmentsFromInventory; client.OnObjectAttach -= AttachObject; client.OnObjectDetach -= DetachObject; client.OnDetachAttachmentIntoInv -= DetachSingleAttachmentToInv; } /// /// Called by client /// /// /// /// /// public void AttachObject(IClientAPI remoteClient, uint objectLocalID, uint AttachmentPt, bool silent) { // m_log.DebugFormat( // "[ATTACHMENTS MODULE]: Attaching object local id {0} to {1} point {2} from ground (silent = {3})", // objectLocalID, remoteClient.Name, AttachmentPt, silent); try { ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId); if (sp == null) { m_log.ErrorFormat( "[ATTACHMENTS MODULE]: Could not find presence for client {0} {1}", remoteClient.Name, remoteClient.AgentId); return; } // If we can't take it, we can't attach it! SceneObjectPart part = m_scene.GetSceneObjectPart(objectLocalID); if (part == null) return; if (!m_scene.Permissions.CanTakeObject(part.UUID, remoteClient.AgentId)) { remoteClient.SendAgentAlertMessage( "You don't have sufficient permissions to attach this object", false); return; } // TODO: this short circuits multiple attachments functionality in LL viewer 2.1+ and should // be removed when that functionality is implemented in opensim AttachmentPt &= 0x7f; // Calls attach with a Zero position if (AttachObject(sp, part.ParentGroup, AttachmentPt, false)) { m_scene.EventManager.TriggerOnAttach(objectLocalID, part.ParentGroup.GetFromItemID(), remoteClient.AgentId); // Save avatar attachment information m_log.Info( "[ATTACHMENTS MODULE]: Saving avatar attachment. AgentID: " + remoteClient.AgentId + ", AttachmentPoint: " + AttachmentPt); } } catch (Exception e) { m_log.ErrorFormat("[ATTACHMENTS MODULE]: exception upon Attach Object {0}{1}", e.Message, e.StackTrace); } } public bool AttachObject(IClientAPI remoteClient, SceneObjectGroup group, uint AttachmentPt, bool silent) { ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId); if (sp == null) { m_log.ErrorFormat( "[ATTACHMENTS MODULE]: Could not find presence for client {0} {1}", remoteClient.Name, remoteClient.AgentId); return false; } return AttachObject(sp, group, AttachmentPt, silent); } private bool AttachObject(ScenePresence sp, SceneObjectGroup group, uint AttachmentPt, bool silent) { // m_log.DebugFormat( // "[ATTACHMENTS MODULE]: Attaching object {0} {1} to {2} point {3} from ground (silent = {4})", // group.Name, group.LocalId, sp.Name, AttachmentPt, silent); if (sp.GetAttachments(AttachmentPt).Contains(group)) { // m_log.WarnFormat( // "[ATTACHMENTS MODULE]: Ignoring request to attach {0} {1} to {2} on {3} since it's already attached", // group.Name, group.LocalId, sp.Name, AttachmentPt); return false; } Vector3 attachPos = group.AbsolutePosition; // TODO: this short circuits multiple attachments functionality in LL viewer 2.1+ and should // be removed when that functionality is implemented in opensim AttachmentPt &= 0x7f; // If the attachment point isn't the same as the one previously used // set it's offset position = 0 so that it appears on the attachment point // and not in a weird location somewhere unknown. if (AttachmentPt != 0 && AttachmentPt != (uint)group.GetAttachmentPoint()) { attachPos = Vector3.Zero; } // AttachmentPt 0 means the client chose to 'wear' the attachment. if (AttachmentPt == 0) { // Check object for stored attachment point AttachmentPt = (uint)group.GetAttachmentPoint(); } // if we still didn't find a suitable attachment point....... if (AttachmentPt == 0) { // Stick it on left hand with Zero Offset from the attachment point. AttachmentPt = (uint)AttachmentPoint.LeftHand; attachPos = Vector3.Zero; } group.SetAttachmentPoint((byte)AttachmentPt); group.AbsolutePosition = attachPos; // Remove any previous attachments UUID itemID = UUID.Zero; foreach (SceneObjectGroup grp in sp.Attachments) { if (grp.GetAttachmentPoint() == (byte)AttachmentPt) { itemID = grp.GetFromItemID(); break; } } if (itemID != UUID.Zero) DetachSingleAttachmentToInv(itemID, sp); itemID = group.GetFromItemID(); if (itemID == UUID.Zero) itemID = AddSceneObjectAsAttachment(sp.ControllingClient, group).ID; ShowAttachInUserInventory(sp, AttachmentPt, itemID, group); AttachToAgent(sp, group, AttachmentPt, attachPos, silent); return true; } public void RezMultipleAttachmentsFromInventory( IClientAPI remoteClient, RezMultipleAttachmentsFromInvPacket.HeaderDataBlock header, RezMultipleAttachmentsFromInvPacket.ObjectDataBlock[] objects) { foreach (RezMultipleAttachmentsFromInvPacket.ObjectDataBlock obj in objects) { RezSingleAttachmentFromInventory(remoteClient, obj.ItemID, obj.AttachmentPt); } } public UUID RezSingleAttachmentFromInventory(IClientAPI remoteClient, UUID itemID, uint AttachmentPt) { return RezSingleAttachmentFromInventory(remoteClient, itemID, AttachmentPt, true); } public UUID RezSingleAttachmentFromInventory( IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus) { // m_log.DebugFormat( // "[ATTACHMENTS MODULE]: Rezzing attachment to point {0} from item {1} for {2}", // (AttachmentPoint)AttachmentPt, itemID, remoteClient.Name); ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId); if (sp == null) { m_log.ErrorFormat( "[ATTACHMENTS MODULE]: Could not find presence for client {0} {1} in RezSingleAttachmentFromInventory()", remoteClient.Name, remoteClient.AgentId); return UUID.Zero; } // TODO: this short circuits multiple attachments functionality in LL viewer 2.1+ and should // be removed when that functionality is implemented in opensim AttachmentPt &= 0x7f; SceneObjectGroup att = RezSingleAttachmentFromInventoryInternal(sp, itemID, AttachmentPt); if (updateInventoryStatus) { if (att == null) DetachSingleAttachmentToInv(itemID, sp.ControllingClient); else ShowAttachInUserInventory(att, sp, itemID, AttachmentPt); } if (null == att) return UUID.Zero; else return att.UUID; } private SceneObjectGroup RezSingleAttachmentFromInventoryInternal( ScenePresence sp, UUID itemID, uint AttachmentPt) { IInventoryAccessModule invAccess = m_scene.RequestModuleInterface(); if (invAccess != null) { SceneObjectGroup objatt = invAccess.RezObject(sp.ControllingClient, itemID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true, false, false, sp.UUID, true); // m_log.DebugFormat( // "[ATTACHMENTS MODULE]: Retrieved single object {0} for attachment to {1} on point {2}", // objatt.Name, remoteClient.Name, AttachmentPt); if (objatt != null) { // Loading the inventory from XML will have set this, but // there is no way the object could have changed yet, // since scripts aren't running yet. So, clear it here. objatt.HasGroupChanged = false; bool tainted = false; if (AttachmentPt != 0 && AttachmentPt != objatt.GetAttachmentPoint()) tainted = true; // This will throw if the attachment fails try { AttachObject(sp, objatt, AttachmentPt, false); } catch (Exception e) { m_log.ErrorFormat( "[ATTACHMENTS MODULE]: Failed to attach {0} {1} for {2}, exception {3}{4}", objatt.Name, objatt.UUID, sp.Name, e.Message, e.StackTrace); // Make sure the object doesn't stick around and bail sp.RemoveAttachment(objatt); m_scene.DeleteSceneObject(objatt, false); return null; } if (tainted) objatt.HasGroupChanged = true; // Fire after attach, so we don't get messy perms dialogs // 4 == AttachedRez objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4); objatt.ResumeScripts(); // Do this last so that event listeners have access to all the effects of the attachment m_scene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, sp.UUID); } else { m_log.WarnFormat( "[ATTACHMENTS MODULE]: Could not retrieve item {0} for attaching to avatar {1} at point {2}", itemID, sp.Name, AttachmentPt); } return objatt; } return null; } /// /// Update the user inventory to the attachment of an item /// /// /// /// /// /// private UUID ShowAttachInUserInventory( SceneObjectGroup att, ScenePresence sp, UUID itemID, uint AttachmentPt) { // m_log.DebugFormat( // "[ATTACHMENTS MODULE]: Updating inventory of {0} to show attachment of {1} (item ID {2})", // remoteClient.Name, att.Name, itemID); if (!att.IsDeleted) AttachmentPt = att.RootPart.AttachmentPoint; InventoryItemBase item = new InventoryItemBase(itemID, sp.UUID); item = m_scene.InventoryService.GetItem(item); bool changed = sp.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID); if (changed && m_scene.AvatarFactory != null) m_scene.AvatarFactory.QueueAppearanceSave(sp.UUID); return att.UUID; } /// /// Update the user inventory to reflect an attachment /// /// /// /// /// private void ShowAttachInUserInventory( ScenePresence sp, uint AttachmentPt, UUID itemID, SceneObjectGroup att) { // m_log.DebugFormat( // "[USER INVENTORY]: Updating attachment {0} for {1} at {2} using item ID {3}", // att.Name, remoteClient.Name, AttachmentPt, itemID); if (UUID.Zero == itemID) { m_log.Error("[ATTACHMENTS MODULE]: Unable to save attachment. Error inventory item ID."); return; } if (0 == AttachmentPt) { m_log.Error("[ATTACHMENTS MODULE]: Unable to save attachment. Error attachment point."); return; } if (null == att.RootPart) { m_log.Error("[ATTACHMENTS MODULE]: Unable to save attachment for a prim without the rootpart!"); return; } InventoryItemBase item = new InventoryItemBase(itemID, sp.UUID); item = m_scene.InventoryService.GetItem(item); bool changed = sp.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID); if (changed && m_scene.AvatarFactory != null) m_scene.AvatarFactory.QueueAppearanceSave(sp.UUID); } public void DetachObject(uint objectLocalID, IClientAPI remoteClient) { SceneObjectGroup group = m_scene.GetGroupByPrim(objectLocalID); if (group != null) { DetachSingleAttachmentToInv(group.GetFromItemID(), remoteClient); } } public void DetachSingleAttachmentToInv(UUID itemID, IClientAPI remoteClient) { ScenePresence presence; if (m_scene.TryGetScenePresence(remoteClient.AgentId, out presence)) { // Save avatar attachment information m_log.Debug("[ATTACHMENTS MODULE]: Detaching from UserID: " + remoteClient.AgentId + ", ItemID: " + itemID); bool changed = presence.Appearance.DetachAttachment(itemID); if (changed && m_scene.AvatarFactory != null) m_scene.AvatarFactory.QueueAppearanceSave(remoteClient.AgentId); DetachSingleAttachmentToInv(itemID, presence); } } public void DetachSingleAttachmentToGround(UUID sceneObjectID, IClientAPI remoteClient) { SceneObjectGroup so = m_scene.GetSceneObjectGroup(sceneObjectID); if (so == null) return; if (so.RootPart.AttachedAvatar != remoteClient.AgentId) return; UUID inventoryID = so.GetFromItemID(); ScenePresence presence; if (m_scene.TryGetScenePresence(remoteClient.AgentId, out presence)) { if (!m_scene.Permissions.CanRezObject( so.PrimCount, remoteClient.AgentId, presence.AbsolutePosition)) return; bool changed = presence.Appearance.DetachAttachment(sceneObjectID); if (changed && m_scene.AvatarFactory != null) m_scene.AvatarFactory.QueueAppearanceSave(remoteClient.AgentId); so.DetachToGround(); List uuids = new List(); uuids.Add(inventoryID); m_scene.InventoryService.DeleteItems(remoteClient.AgentId, uuids); remoteClient.SendRemoveInventoryItem(inventoryID); } m_scene.EventManager.TriggerOnAttach(so.LocalId, sceneObjectID, UUID.Zero); } // What makes this method odd and unique is it tries to detach using an UUID.... Yay for standards. // To LocalId or UUID, *THAT* is the question. How now Brown UUID?? private void DetachSingleAttachmentToInv(UUID itemID, ScenePresence sp) { if (itemID == UUID.Zero) // If this happened, someone made a mistake.... return; // We can NOT use the dictionries here, as we are looking // for an entity by the fromAssetID, which is NOT the prim UUID EntityBase[] detachEntities = m_scene.GetEntities(); SceneObjectGroup group; foreach (EntityBase entity in detachEntities) { if (entity is SceneObjectGroup) { group = (SceneObjectGroup)entity; if (group.GetFromItemID() == itemID) { m_scene.EventManager.TriggerOnAttach(group.LocalId, itemID, UUID.Zero); sp.RemoveAttachment(group); // Prepare sog for storage group.ForEachPart( delegate(SceneObjectPart part) { part.AttachedAvatar = UUID.Zero; // If there are any scripts, // then always trigger a new object and state persistence in UpdateKnownItem() if (part.Inventory.ContainsScripts()) group.HasGroupChanged = true; } ); group.RootPart.SetParentLocalId(0); group.RootPart.IsAttachment = false; group.AbsolutePosition = group.RootPart.AttachedPos; UpdateKnownItem(sp.ControllingClient, group, group.GetFromItemID(), group.OwnerID); m_scene.DeleteSceneObject(group, false); return; } } } } public void UpdateAttachmentPosition(SceneObjectGroup sog, Vector3 pos) { // First we save the // attachment point information, then we update the relative // positioning. Then we have to mark the object as NOT an // attachment. This is necessary in order to correctly save // and retrieve GroupPosition information for the attachment. // Finally, we restore the object's attachment status. byte attachmentPoint = sog.GetAttachmentPoint(); sog.UpdateGroupPosition(pos); sog.RootPart.IsAttachment = false; sog.AbsolutePosition = sog.RootPart.AttachedPos; sog.SetAttachmentPoint(attachmentPoint); sog.HasGroupChanged = true; } /// /// Update the attachment asset for the new sog details if they have changed. /// /// /// This is essential for preserving attachment attributes such as permission. Unlike normal scene objects, /// these details are not stored on the region. /// /// /// /// /// public void UpdateKnownItem(IClientAPI remoteClient, SceneObjectGroup grp, UUID itemID, UUID agentID) { if (grp != null) { if (!grp.HasGroupChanged) { m_log.DebugFormat( "[ATTACHMENTS MODULE]: Don't need to update asset for unchanged attachment {0}, attachpoint {1}", grp.UUID, grp.GetAttachmentPoint()); return; } m_log.DebugFormat( "[ATTACHMENTS MODULE]: Updating asset for attachment {0}, attachpoint {1}", grp.UUID, grp.GetAttachmentPoint()); string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp); InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId); item = m_scene.InventoryService.GetItem(item); if (item != null) { AssetBase asset = m_scene.CreateAsset( grp.GetPartName(grp.LocalId), grp.GetPartDescription(grp.LocalId), (sbyte)AssetType.Object, Utils.StringToBytes(sceneObjectXml), remoteClient.AgentId); m_scene.AssetService.Store(asset); item.AssetID = asset.FullID; item.Description = asset.Description; item.Name = asset.Name; item.AssetType = asset.Type; item.InvType = (int)InventoryType.Object; m_scene.InventoryService.UpdateItem(item); // this gets called when the agent logs off! if (remoteClient != null) remoteClient.SendInventoryItemCreateUpdate(item, 0); } } } /// /// Attach this scene object to the given avatar. /// /// /// This isn't publicly available since attachments should always perform the corresponding inventory /// operation (to show the attach in user inventory and update the asset with positional information). /// /// /// /// /// /// protected void AttachToAgent(ScenePresence avatar, SceneObjectGroup so, uint attachmentpoint, Vector3 attachOffset, bool silent) { // m_log.DebugFormat("[ATTACHMENTS MODULE]: Adding attachment {0} to avatar {1} in pt {2} pos {3} {4}", // so.Name, avatar.Name, attachmentpoint, attachOffset, so.RootPart.AttachedPos); so.DetachFromBackup(); // Remove from database and parcel prim count m_scene.DeleteFromStorage(so.UUID); m_scene.EventManager.TriggerParcelPrimCountTainted(); so.RootPart.AttachedAvatar = avatar.UUID; //Anakin Lohner bug #3839 SceneObjectPart[] parts = so.Parts; for (int i = 0; i < parts.Length; i++) parts[i].AttachedAvatar = avatar.UUID; if (so.RootPart.PhysActor != null) { m_scene.PhysicsScene.RemovePrim(so.RootPart.PhysActor); so.RootPart.PhysActor = null; } so.AbsolutePosition = attachOffset; so.RootPart.AttachedPos = attachOffset; so.RootPart.IsAttachment = true; so.RootPart.SetParentLocalId(avatar.LocalId); so.SetAttachmentPoint(Convert.ToByte(attachmentpoint)); avatar.AddAttachment(so); if (!silent) { // Killing it here will cause the client to deselect it // It then reappears on the avatar, deselected // through the full update below // if (so.IsSelected) { m_scene.SendKillObject(so.RootPart.LocalId); } so.IsSelected = false; // fudge.... so.ScheduleGroupForFullUpdate(); } // In case it is later dropped again, don't let // it get cleaned up so.RootPart.RemFlag(PrimFlags.TemporaryOnRez); } /// /// Add a scene object that was previously free in the scene as an attachment to an avatar. /// /// /// /// The user inventory item created that holds the attachment. private InventoryItemBase AddSceneObjectAsAttachment(IClientAPI remoteClient, SceneObjectGroup grp) { // m_log.DebugFormat("[SCENE]: Called AddSceneObjectAsAttachment for object {0} {1} for {2} {3} {4}", grp.Name, grp.LocalId, remoteClient.Name, remoteClient.AgentId, AgentId); Vector3 inventoryStoredPosition = new Vector3 (((grp.AbsolutePosition.X > (int)Constants.RegionSize) ? Constants.RegionSize - 6 : grp.AbsolutePosition.X) , (grp.AbsolutePosition.Y > (int)Constants.RegionSize) ? Constants.RegionSize - 6 : grp.AbsolutePosition.Y, grp.AbsolutePosition.Z); Vector3 originalPosition = grp.AbsolutePosition; grp.AbsolutePosition = inventoryStoredPosition; // If we're being called from a script, then trying to serialize that same script's state will not complete // in any reasonable time period. Therefore, we'll avoid it. The worst that can happen is that if // the client/server crashes rather than logging out normally, the attachment's scripts will resume // without state on relog. Arguably, this is what we want anyway. string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp, false); grp.AbsolutePosition = originalPosition; AssetBase asset = m_scene.CreateAsset( grp.GetPartName(grp.LocalId), grp.GetPartDescription(grp.LocalId), (sbyte)AssetType.Object, Utils.StringToBytes(sceneObjectXml), remoteClient.AgentId); m_scene.AssetService.Store(asset); InventoryItemBase item = new InventoryItemBase(); item.CreatorId = grp.RootPart.CreatorID.ToString(); item.CreatorData = grp.RootPart.CreatorData; item.Owner = remoteClient.AgentId; item.ID = UUID.Random(); item.AssetID = asset.FullID; item.Description = asset.Description; item.Name = asset.Name; item.AssetType = asset.Type; item.InvType = (int)InventoryType.Object; InventoryFolderBase folder = m_scene.InventoryService.GetFolderForType(remoteClient.AgentId, AssetType.Object); if (folder != null) item.Folder = folder.ID; else // oopsies item.Folder = UUID.Zero; if ((remoteClient.AgentId != grp.RootPart.OwnerID) && m_scene.Permissions.PropagatePermissions()) { item.BasePermissions = grp.RootPart.NextOwnerMask; item.CurrentPermissions = grp.RootPart.NextOwnerMask; item.NextPermissions = grp.RootPart.NextOwnerMask; item.EveryOnePermissions = grp.RootPart.EveryoneMask & grp.RootPart.NextOwnerMask; item.GroupPermissions = grp.RootPart.GroupMask & grp.RootPart.NextOwnerMask; } else { item.BasePermissions = grp.RootPart.BaseMask; item.CurrentPermissions = grp.RootPart.OwnerMask; item.NextPermissions = grp.RootPart.NextOwnerMask; item.EveryOnePermissions = grp.RootPart.EveryoneMask; item.GroupPermissions = grp.RootPart.GroupMask; } item.CreationDate = Util.UnixTimeSinceEpoch(); // sets itemID so client can show item as 'attached' in inventory grp.SetFromItemID(item.ID); if (m_scene.AddInventoryItem(item)) { remoteClient.SendInventoryItemCreateUpdate(item, 0); } else { if (m_dialogModule != null) m_dialogModule.SendAlertToUser(remoteClient, "Operation failed"); } return item; } } }