1181 lines
45 KiB
C#
1181 lines
45 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Xml;
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using System.IO;
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using System.Collections.Generic;
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using System.Collections;
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using System.Reflection;
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using System.Threading;
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using OpenMetaverse;
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using log4net;
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using OpenSim.Framework;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes.Scripting;
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using OpenSim.Region.Framework.Scenes.Serialization;
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namespace OpenSim.Region.Framework.Scenes
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{
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public class SceneObjectPartInventory : IEntityInventory
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private string m_inventoryFileName = String.Empty;
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private byte[] m_inventoryFileData = new byte[0];
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private uint m_inventoryFileNameSerial = 0;
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/// <value>
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/// The part to which the inventory belongs.
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/// </value>
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private SceneObjectPart m_part;
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/// <summary>
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/// Serial count for inventory file , used to tell if inventory has changed
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/// no need for this to be part of Database backup
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/// </summary>
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protected uint m_inventorySerial = 0;
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/// <summary>
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/// Holds in memory prim inventory
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/// </summary>
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protected TaskInventoryDictionary m_items = new TaskInventoryDictionary();
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/// <summary>
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/// Tracks whether inventory has changed since the last persistent backup
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/// </summary>
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internal bool HasInventoryChanged;
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/// <value>
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/// Inventory serial number
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/// </value>
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protected internal uint Serial
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{
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get { return m_inventorySerial; }
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set { m_inventorySerial = value; }
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}
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/// <value>
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/// Raw inventory data
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/// </value>
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protected internal TaskInventoryDictionary Items
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{
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get { return m_items; }
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set
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{
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m_items = value;
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m_inventorySerial++;
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}
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}
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/// <summary>
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/// Constructor
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/// </summary>
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/// <param name="part">
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/// A <see cref="SceneObjectPart"/>
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/// </param>
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public SceneObjectPartInventory(SceneObjectPart part)
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{
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m_part = part;
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}
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/// <summary>
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/// Force the task inventory of this prim to persist at the next update sweep
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/// </summary>
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public void ForceInventoryPersistence()
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{
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HasInventoryChanged = true;
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}
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/// <summary>
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/// Reset UUIDs for all the items in the prim's inventory.
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/// </summary>
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/// <remarks>
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/// This involves either generating
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/// new ones or setting existing UUIDs to the correct parent UUIDs.
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///
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/// If this method is called and there are inventory items, then we regard the inventory as having changed.
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/// </remarks>
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public void ResetInventoryIDs()
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{
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if (null == m_part)
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return;
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lock (m_items)
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{
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if (0 == m_items.Count)
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return;
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IList<TaskInventoryItem> items = GetInventoryItems();
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m_items.Clear();
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foreach (TaskInventoryItem item in items)
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{
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item.ResetIDs(m_part.UUID);
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m_items.Add(item.ItemID, item);
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}
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}
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}
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public void ResetObjectID()
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{
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lock (Items)
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{
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IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
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Items.Clear();
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foreach (TaskInventoryItem item in items)
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{
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item.ParentPartID = m_part.UUID;
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item.ParentID = m_part.UUID;
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Items.Add(item.ItemID, item);
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}
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}
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}
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/// <summary>
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/// Change every item in this inventory to a new owner.
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/// </summary>
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/// <param name="ownerId"></param>
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public void ChangeInventoryOwner(UUID ownerId)
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{
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lock (Items)
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{
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if (0 == Items.Count)
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{
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return;
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}
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}
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HasInventoryChanged = true;
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m_part.ParentGroup.HasGroupChanged = true;
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List<TaskInventoryItem> items = GetInventoryItems();
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foreach (TaskInventoryItem item in items)
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{
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if (ownerId != item.OwnerID)
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item.LastOwnerID = item.OwnerID;
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item.OwnerID = ownerId;
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item.PermsMask = 0;
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item.PermsGranter = UUID.Zero;
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item.OwnerChanged = true;
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}
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}
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/// <summary>
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/// Change every item in this inventory to a new group.
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/// </summary>
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/// <param name="groupID"></param>
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public void ChangeInventoryGroup(UUID groupID)
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{
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lock (Items)
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{
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if (0 == Items.Count)
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{
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return;
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}
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}
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// Don't let this set the HasGroupChanged flag for attachments
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// as this happens during rez and we don't want a new asset
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// for each attachment each time
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if (!m_part.ParentGroup.IsAttachment)
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{
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HasInventoryChanged = true;
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m_part.ParentGroup.HasGroupChanged = true;
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}
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List<TaskInventoryItem> items = GetInventoryItems();
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foreach (TaskInventoryItem item in items)
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{
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if (groupID != item.GroupID)
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item.GroupID = groupID;
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}
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}
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/// <summary>
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/// Start all the scripts contained in this prim's inventory
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/// </summary>
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public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource)
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{
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List<TaskInventoryItem> scripts = GetInventoryScripts();
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foreach (TaskInventoryItem item in scripts)
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CreateScriptInstance(item, startParam, postOnRez, engine, stateSource);
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}
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public ArrayList GetScriptErrors(UUID itemID)
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{
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ArrayList ret = new ArrayList();
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IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>();
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foreach (IScriptModule e in engines)
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{
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if (e != null)
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{
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ArrayList errors = e.GetScriptErrors(itemID);
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foreach (Object line in errors)
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ret.Add(line);
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}
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}
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return ret;
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}
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/// <summary>
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/// Stop all the scripts in this prim.
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/// </summary>
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/// <param name="sceneObjectBeingDeleted">
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/// Should be true if these scripts are being removed because the scene
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/// object is being deleted. This will prevent spurious updates to the client.
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/// </param>
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public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
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{
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List<TaskInventoryItem> scripts = GetInventoryScripts();
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foreach (TaskInventoryItem item in scripts)
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RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
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}
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/// <summary>
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/// Start a script which is in this prim's inventory.
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/// </summary>
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/// <param name="item"></param>
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/// <returns></returns>
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public void CreateScriptInstance(TaskInventoryItem item, int startParam, bool postOnRez, string engine, int stateSource)
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{
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// m_log.InfoFormat(
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// "[PRIM INVENTORY]: " +
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// "Starting script {0}, {1} in prim {2}, {3}",
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// item.Name, item.ItemID, Name, UUID);
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if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID))
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return;
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m_part.AddFlag(PrimFlags.Scripted);
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if (!m_part.ParentGroup.Scene.RegionInfo.RegionSettings.DisableScripts)
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{
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if (stateSource == 2 && // Prim crossing
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m_part.ParentGroup.Scene.m_trustBinaries)
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{
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lock (m_items)
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{
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m_items[item.ItemID].PermsMask = 0;
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m_items[item.ItemID].PermsGranter = UUID.Zero;
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}
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m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
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m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
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m_part.ParentGroup.AddActiveScriptCount(1);
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m_part.ScheduleFullUpdate();
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return;
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}
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AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
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if (null == asset)
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{
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m_log.ErrorFormat(
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"[PRIM INVENTORY]: " +
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"Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found",
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item.Name, item.ItemID, m_part.AbsolutePosition,
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m_part.ParentGroup.Scene.RegionInfo.RegionName, item.AssetID);
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}
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else
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{
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if (m_part.ParentGroup.m_savedScriptState != null)
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RestoreSavedScriptState(item.OldItemID, item.ItemID);
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lock (m_items)
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{
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m_items[item.ItemID].PermsMask = 0;
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m_items[item.ItemID].PermsGranter = UUID.Zero;
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}
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string script = Utils.BytesToString(asset.Data);
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m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
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m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
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m_part.ParentGroup.AddActiveScriptCount(1);
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m_part.ScheduleFullUpdate();
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}
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}
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}
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private void RestoreSavedScriptState(UUID oldID, UUID newID)
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{
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IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>();
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if (engines.Length == 0) // No engine at all
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return;
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if (m_part.ParentGroup.m_savedScriptState.ContainsKey(oldID))
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{
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XmlDocument doc = new XmlDocument();
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doc.LoadXml(m_part.ParentGroup.m_savedScriptState[oldID]);
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////////// CRUFT WARNING ///////////////////////////////////
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//
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// Old objects will have <ScriptState><State> ...
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// This format is XEngine ONLY
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//
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// New objects have <State Engine="...." ...><ScriptState>...
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// This can be passed to any engine
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//
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XmlNode n = doc.SelectSingleNode("ScriptState");
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if (n != null) // Old format data
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{
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XmlDocument newDoc = new XmlDocument();
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XmlElement rootN = newDoc.CreateElement("", "State", "");
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XmlAttribute uuidA = newDoc.CreateAttribute("", "UUID", "");
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uuidA.Value = oldID.ToString();
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rootN.Attributes.Append(uuidA);
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XmlAttribute engineA = newDoc.CreateAttribute("", "Engine", "");
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engineA.Value = "XEngine";
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rootN.Attributes.Append(engineA);
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newDoc.AppendChild(rootN);
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XmlNode stateN = newDoc.ImportNode(n, true);
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rootN.AppendChild(stateN);
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// This created document has only the minimun data
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// necessary for XEngine to parse it successfully
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m_part.ParentGroup.m_savedScriptState[oldID] = newDoc.OuterXml;
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}
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foreach (IScriptModule e in engines)
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{
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if (e != null)
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{
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if (e.SetXMLState(newID, m_part.ParentGroup.m_savedScriptState[oldID]))
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break;
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}
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}
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m_part.ParentGroup.m_savedScriptState.Remove(oldID);
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}
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}
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/// <summary>
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/// Start a script which is in this prim's inventory.
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/// </summary>
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/// <param name="itemId">
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/// A <see cref="UUID"/>
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/// </param>
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public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
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{
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TaskInventoryItem item = GetInventoryItem(itemId);
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if (item != null)
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CreateScriptInstance(item, startParam, postOnRez, engine, stateSource);
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else
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m_log.ErrorFormat(
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"[PRIM INVENTORY]: " +
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"Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}",
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itemId, m_part.Name, m_part.UUID,
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m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
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}
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/// <summary>
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/// Stop a script which is in this prim's inventory.
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/// </summary>
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/// <param name="itemId"></param>
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/// <param name="sceneObjectBeingDeleted">
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/// Should be true if this script is being removed because the scene
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/// object is being deleted. This will prevent spurious updates to the client.
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/// </param>
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public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted)
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{
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bool scriptPresent = false;
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lock (m_items)
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{
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if (m_items.ContainsKey(itemId))
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scriptPresent = true;
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}
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if (scriptPresent)
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{
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if (!sceneObjectBeingDeleted)
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m_part.RemoveScriptEvents(itemId);
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m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemId);
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m_part.ParentGroup.AddActiveScriptCount(-1);
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}
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else
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{
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m_log.ErrorFormat(
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"[PRIM INVENTORY]: " +
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"Couldn't stop script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}",
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itemId, m_part.Name, m_part.UUID,
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m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
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}
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}
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/// <summary>
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/// Check if the inventory holds an item with a given name.
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/// </summary>
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/// <param name="name"></param>
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/// <returns></returns>
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private bool InventoryContainsName(string name)
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{
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lock (m_items)
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{
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foreach (TaskInventoryItem item in m_items.Values)
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{
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if (item.Name == name)
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return true;
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}
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}
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return false;
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}
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/// <summary>
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/// For a given item name, return that name if it is available. Otherwise, return the next available
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/// similar name (which is currently the original name with the next available numeric suffix).
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/// </summary>
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/// <param name="name"></param>
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/// <returns></returns>
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private string FindAvailableInventoryName(string name)
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{
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if (!InventoryContainsName(name))
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return name;
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int suffix=1;
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while (suffix < 256)
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{
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string tryName=String.Format("{0} {1}", name, suffix);
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if (!InventoryContainsName(tryName))
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return tryName;
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suffix++;
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}
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return String.Empty;
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}
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/// <summary>
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/// Add an item to this prim's inventory. If an item with the same name already exists, then an alternative
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/// name is chosen.
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/// </summary>
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/// <param name="item"></param>
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public void AddInventoryItem(TaskInventoryItem item, bool allowedDrop)
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{
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AddInventoryItem(item.Name, item, allowedDrop);
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}
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/// <summary>
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/// Add an item to this prim's inventory. If an item with the same name already exists, it is replaced.
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/// </summary>
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/// <param name="item"></param>
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public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
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{
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List<TaskInventoryItem> il = GetInventoryItems();
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foreach (TaskInventoryItem i in il)
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{
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if (i.Name == item.Name)
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{
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if (i.InvType == (int)InventoryType.LSL)
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RemoveScriptInstance(i.ItemID, false);
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RemoveInventoryItem(i.ItemID);
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break;
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}
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}
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AddInventoryItem(item.Name, item, allowedDrop);
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}
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/// <summary>
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/// Add an item to this prim's inventory.
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/// </summary>
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/// <param name="name">The name that the new item should have.</param>
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/// <param name="item">
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/// The item itself. The name within this structure is ignored in favour of the name
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/// given in this method's arguments
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/// </param>
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/// <param name="allowedDrop">
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/// Item was only added to inventory because AllowedDrop is set
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/// </param>
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protected void AddInventoryItem(string name, TaskInventoryItem item, bool allowedDrop)
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{
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name = FindAvailableInventoryName(name);
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if (name == String.Empty)
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return;
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item.ParentID = m_part.UUID;
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item.ParentPartID = m_part.UUID;
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item.Name = name;
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item.GroupID = m_part.GroupID;
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lock (m_items)
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m_items.Add(item.ItemID, item);
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if (allowedDrop)
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m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
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else
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m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
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m_inventorySerial++;
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//m_inventorySerial += 2;
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HasInventoryChanged = true;
|
|
m_part.ParentGroup.HasGroupChanged = true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Restore a whole collection of items to the prim's inventory at once.
|
|
/// We assume that the items already have all their fields correctly filled out.
|
|
/// The items are not flagged for persistence to the database, since they are being restored
|
|
/// from persistence rather than being newly added.
|
|
/// </summary>
|
|
/// <param name="items"></param>
|
|
public void RestoreInventoryItems(ICollection<TaskInventoryItem> items)
|
|
{
|
|
lock (m_items)
|
|
{
|
|
foreach (TaskInventoryItem item in items)
|
|
{
|
|
m_items.Add(item.ItemID, item);
|
|
// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
|
|
}
|
|
m_inventorySerial++;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns an existing inventory item. Returns the original, so any changes will be live.
|
|
/// </summary>
|
|
/// <param name="itemID"></param>
|
|
/// <returns>null if the item does not exist</returns>
|
|
public TaskInventoryItem GetInventoryItem(UUID itemId)
|
|
{
|
|
TaskInventoryItem item;
|
|
|
|
lock (m_items)
|
|
m_items.TryGetValue(itemId, out item);
|
|
|
|
return item;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get inventory items by name.
|
|
/// </summary>
|
|
/// <param name="name"></param>
|
|
/// <returns>
|
|
/// A list of inventory items with that name.
|
|
/// If no inventory item has that name then an empty list is returned.
|
|
/// </returns>
|
|
public IList<TaskInventoryItem> GetInventoryItems(string name)
|
|
{
|
|
IList<TaskInventoryItem> items = new List<TaskInventoryItem>();
|
|
|
|
lock (m_items)
|
|
{
|
|
foreach (TaskInventoryItem item in m_items.Values)
|
|
{
|
|
if (item.Name == name)
|
|
items.Add(item);
|
|
}
|
|
}
|
|
|
|
return items;
|
|
}
|
|
|
|
public SceneObjectGroup GetRezReadySceneObject(TaskInventoryItem item)
|
|
{
|
|
AssetBase rezAsset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
|
|
|
|
if (null == rezAsset)
|
|
{
|
|
m_log.WarnFormat(
|
|
"[PRIM INVENTORY]: Could not find asset {0} for inventory item {1} in {2}",
|
|
item.AssetID, item.Name, m_part.Name);
|
|
return null;
|
|
}
|
|
|
|
string xmlData = Utils.BytesToString(rezAsset.Data);
|
|
SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
|
|
|
|
group.ResetIDs();
|
|
|
|
SceneObjectPart rootPart = group.GetChildPart(group.UUID);
|
|
|
|
// Since renaming the item in the inventory does not affect the name stored
|
|
// in the serialization, transfer the correct name from the inventory to the
|
|
// object itself before we rez.
|
|
rootPart.Name = item.Name;
|
|
rootPart.Description = item.Description;
|
|
|
|
SceneObjectPart[] partList = group.Parts;
|
|
|
|
group.SetGroup(m_part.GroupID, null);
|
|
|
|
// TODO: Remove magic number badness
|
|
if ((rootPart.OwnerID != item.OwnerID) || (item.CurrentPermissions & 16) != 0 || (item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0) // Magic number
|
|
{
|
|
if (m_part.ParentGroup.Scene.Permissions.PropagatePermissions())
|
|
{
|
|
foreach (SceneObjectPart part in partList)
|
|
{
|
|
if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0)
|
|
part.EveryoneMask = item.EveryonePermissions;
|
|
if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0)
|
|
part.NextOwnerMask = item.NextPermissions;
|
|
if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteGroup) != 0)
|
|
part.GroupMask = item.GroupPermissions;
|
|
}
|
|
|
|
group.ApplyNextOwnerPermissions();
|
|
}
|
|
}
|
|
|
|
foreach (SceneObjectPart part in partList)
|
|
{
|
|
// TODO: Remove magic number badness
|
|
if ((part.OwnerID != item.OwnerID) || (item.CurrentPermissions & 16) != 0 || (item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0) // Magic number
|
|
{
|
|
part.LastOwnerID = part.OwnerID;
|
|
part.OwnerID = item.OwnerID;
|
|
part.Inventory.ChangeInventoryOwner(item.OwnerID);
|
|
}
|
|
|
|
if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0)
|
|
part.EveryoneMask = item.EveryonePermissions;
|
|
if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0)
|
|
part.NextOwnerMask = item.NextPermissions;
|
|
if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteGroup) != 0)
|
|
part.GroupMask = item.GroupPermissions;
|
|
}
|
|
|
|
rootPart.TrimPermissions();
|
|
|
|
return group;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Update an existing inventory item.
|
|
/// </summary>
|
|
/// <param name="item">The updated item. An item with the same id must already exist
|
|
/// in this prim's inventory.</param>
|
|
/// <returns>false if the item did not exist, true if the update occurred successfully</returns>
|
|
public bool UpdateInventoryItem(TaskInventoryItem item)
|
|
{
|
|
return UpdateInventoryItem(item, true, true);
|
|
}
|
|
|
|
public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents)
|
|
{
|
|
return UpdateInventoryItem(item, fireScriptEvents, true);
|
|
}
|
|
|
|
public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged)
|
|
{
|
|
TaskInventoryItem it = GetInventoryItem(item.ItemID);
|
|
if (it != null)
|
|
{
|
|
// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name);
|
|
|
|
item.ParentID = m_part.UUID;
|
|
item.ParentPartID = m_part.UUID;
|
|
|
|
// If group permissions have been set on, check that the groupID is up to date in case it has
|
|
// changed since permissions were last set.
|
|
if (item.GroupPermissions != (uint)PermissionMask.None)
|
|
item.GroupID = m_part.GroupID;
|
|
|
|
if (item.AssetID == UUID.Zero)
|
|
item.AssetID = it.AssetID;
|
|
|
|
lock (m_items)
|
|
{
|
|
m_items[item.ItemID] = item;
|
|
m_inventorySerial++;
|
|
}
|
|
|
|
if (fireScriptEvents)
|
|
m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
|
|
|
|
if (considerChanged)
|
|
{
|
|
HasInventoryChanged = true;
|
|
m_part.ParentGroup.HasGroupChanged = true;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
m_log.ErrorFormat(
|
|
"[PRIM INVENTORY]: " +
|
|
"Tried to retrieve item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory",
|
|
item.ItemID, m_part.Name, m_part.UUID,
|
|
m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
|
|
}
|
|
return false;
|
|
|
|
}
|
|
|
|
/// <summary>
|
|
/// Remove an item from this prim's inventory
|
|
/// </summary>
|
|
/// <param name="itemID"></param>
|
|
/// <returns>Numeric asset type of the item removed. Returns -1 if the item did not exist
|
|
/// in this prim's inventory.</returns>
|
|
public int RemoveInventoryItem(UUID itemID)
|
|
{
|
|
TaskInventoryItem item = GetInventoryItem(itemID);
|
|
if (item != null)
|
|
{
|
|
int type = m_items[itemID].InvType;
|
|
if (type == 10) // Script
|
|
{
|
|
m_part.RemoveScriptEvents(itemID);
|
|
m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID);
|
|
}
|
|
m_items.Remove(itemID);
|
|
m_inventorySerial++;
|
|
m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
|
|
|
|
HasInventoryChanged = true;
|
|
m_part.ParentGroup.HasGroupChanged = true;
|
|
|
|
if (!ContainsScripts())
|
|
m_part.RemFlag(PrimFlags.Scripted);
|
|
|
|
m_part.ScheduleFullUpdate();
|
|
|
|
return type;
|
|
|
|
}
|
|
else
|
|
{
|
|
m_log.ErrorFormat(
|
|
"[PRIM INVENTORY]: " +
|
|
"Tried to remove item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory",
|
|
itemID, m_part.Name, m_part.UUID,
|
|
m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
|
|
}
|
|
|
|
return -1;
|
|
}
|
|
|
|
private bool CreateInventoryFile()
|
|
{
|
|
// m_log.DebugFormat(
|
|
// "[PRIM INVENTORY]: Creating inventory file for {0} {1} {2}, serial {3}",
|
|
// m_part.Name, m_part.UUID, m_part.LocalId, m_inventorySerial);
|
|
|
|
if (m_inventoryFileName == String.Empty ||
|
|
m_inventoryFileNameSerial < m_inventorySerial)
|
|
{
|
|
// Something changed, we need to create a new file
|
|
m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp";
|
|
m_inventoryFileNameSerial = m_inventorySerial;
|
|
|
|
InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
|
|
|
|
lock (m_items)
|
|
{
|
|
foreach (TaskInventoryItem item in m_items.Values)
|
|
{
|
|
// m_log.DebugFormat(
|
|
// "[PRIM INVENTORY]: Adding item {0} {1} for serial {2} on prim {3} {4} {5}",
|
|
// item.Name, item.ItemID, m_inventorySerial, m_part.Name, m_part.UUID, m_part.LocalId);
|
|
|
|
UUID ownerID = item.OwnerID;
|
|
uint everyoneMask = 0;
|
|
uint baseMask = item.BasePermissions;
|
|
uint ownerMask = item.CurrentPermissions;
|
|
uint groupMask = item.GroupPermissions;
|
|
|
|
invString.AddItemStart();
|
|
invString.AddNameValueLine("item_id", item.ItemID.ToString());
|
|
invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
|
|
|
|
invString.AddPermissionsStart();
|
|
|
|
invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask));
|
|
invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask));
|
|
invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask));
|
|
invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
|
|
invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
|
|
|
|
invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
|
|
invString.AddNameValueLine("owner_id", ownerID.ToString());
|
|
|
|
invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString());
|
|
|
|
invString.AddNameValueLine("group_id", item.GroupID.ToString());
|
|
invString.AddSectionEnd();
|
|
|
|
invString.AddNameValueLine("asset_id", item.AssetID.ToString());
|
|
invString.AddNameValueLine("type", TaskInventoryItem.Types[item.Type]);
|
|
invString.AddNameValueLine("inv_type", TaskInventoryItem.InvTypes[item.InvType]);
|
|
invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
|
|
|
|
invString.AddSaleStart();
|
|
invString.AddNameValueLine("sale_type", "not");
|
|
invString.AddNameValueLine("sale_price", "0");
|
|
invString.AddSectionEnd();
|
|
|
|
invString.AddNameValueLine("name", item.Name + "|");
|
|
invString.AddNameValueLine("desc", item.Description + "|");
|
|
|
|
invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
|
|
invString.AddSectionEnd();
|
|
}
|
|
}
|
|
|
|
m_inventoryFileData = Utils.StringToBytes(invString.BuildString);
|
|
|
|
return true;
|
|
}
|
|
|
|
// No need to recreate, the existing file is fine
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Serialize all the metadata for the items in this prim's inventory ready for sending to the client
|
|
/// </summary>
|
|
/// <param name="xferManager"></param>
|
|
public void RequestInventoryFile(IClientAPI client, IXfer xferManager)
|
|
{
|
|
lock (m_items)
|
|
{
|
|
// Don't send a inventory xfer name if there are no items. Doing so causes viewer 3 to crash when rezzing
|
|
// a new script if any previous deletion has left the prim inventory empty.
|
|
if (m_items.Count == 0) // No inventory
|
|
{
|
|
// m_log.DebugFormat(
|
|
// "[PRIM INVENTORY]: Not sending inventory data for part {0} {1} {2} for {3} since no items",
|
|
// m_part.Name, m_part.LocalId, m_part.UUID, client.Name);
|
|
|
|
client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
|
|
return;
|
|
}
|
|
|
|
CreateInventoryFile();
|
|
|
|
// In principle, we should only do the rest if the inventory changed;
|
|
// by sending m_inventorySerial to the client, it ought to know
|
|
// that nothing changed and that it doesn't need to request the file.
|
|
// Unfortunately, it doesn't look like the client optimizes this;
|
|
// the client seems to always come back and request the Xfer,
|
|
// no matter what value m_inventorySerial has.
|
|
// FIXME: Could probably be > 0 here rather than > 2
|
|
if (m_inventoryFileData.Length > 2)
|
|
{
|
|
// Add the file for Xfer
|
|
// m_log.DebugFormat(
|
|
// "[PRIM INVENTORY]: Adding inventory file {0} (length {1}) for transfer on {2} {3} {4}",
|
|
// m_inventoryFileName, m_inventoryFileData.Length, m_part.Name, m_part.UUID, m_part.LocalId);
|
|
|
|
xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData);
|
|
}
|
|
|
|
// Tell the client we're ready to Xfer the file
|
|
client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
|
|
Util.StringToBytes256(m_inventoryFileName));
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Process inventory backup
|
|
/// </summary>
|
|
/// <param name="datastore"></param>
|
|
public void ProcessInventoryBackup(ISimulationDataService datastore)
|
|
{
|
|
if (HasInventoryChanged)
|
|
{
|
|
HasInventoryChanged = false;
|
|
List<TaskInventoryItem> items = GetInventoryItems();
|
|
datastore.StorePrimInventory(m_part.UUID, items);
|
|
|
|
}
|
|
}
|
|
|
|
public class InventoryStringBuilder
|
|
{
|
|
public string BuildString = String.Empty;
|
|
|
|
public InventoryStringBuilder(UUID folderID, UUID parentID)
|
|
{
|
|
BuildString += "\tinv_object\t0\n\t{\n";
|
|
AddNameValueLine("obj_id", folderID.ToString());
|
|
AddNameValueLine("parent_id", parentID.ToString());
|
|
AddNameValueLine("type", "category");
|
|
AddNameValueLine("name", "Contents|");
|
|
AddSectionEnd();
|
|
}
|
|
|
|
public void AddItemStart()
|
|
{
|
|
BuildString += "\tinv_item\t0\n";
|
|
AddSectionStart();
|
|
}
|
|
|
|
public void AddPermissionsStart()
|
|
{
|
|
BuildString += "\tpermissions 0\n";
|
|
AddSectionStart();
|
|
}
|
|
|
|
public void AddSaleStart()
|
|
{
|
|
BuildString += "\tsale_info\t0\n";
|
|
AddSectionStart();
|
|
}
|
|
|
|
protected void AddSectionStart()
|
|
{
|
|
BuildString += "\t{\n";
|
|
}
|
|
|
|
public void AddSectionEnd()
|
|
{
|
|
BuildString += "\t}\n";
|
|
}
|
|
|
|
public void AddLine(string addLine)
|
|
{
|
|
BuildString += addLine;
|
|
}
|
|
|
|
public void AddNameValueLine(string name, string value)
|
|
{
|
|
BuildString += "\t\t";
|
|
BuildString += name + "\t";
|
|
BuildString += value + "\n";
|
|
}
|
|
|
|
public void Close()
|
|
{
|
|
}
|
|
}
|
|
|
|
public uint MaskEffectivePermissions()
|
|
{
|
|
uint mask=0x7fffffff;
|
|
|
|
lock (m_items)
|
|
{
|
|
foreach (TaskInventoryItem item in m_items.Values)
|
|
{
|
|
if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
|
|
mask &= ~((uint)PermissionMask.Copy >> 13);
|
|
if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
|
|
mask &= ~((uint)PermissionMask.Transfer >> 13);
|
|
if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
|
|
mask &= ~((uint)PermissionMask.Modify >> 13);
|
|
|
|
if (item.InvType != (int)InventoryType.Object)
|
|
{
|
|
if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
|
|
mask &= ~((uint)PermissionMask.Copy >> 13);
|
|
if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
|
|
mask &= ~((uint)PermissionMask.Transfer >> 13);
|
|
if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
|
|
mask &= ~((uint)PermissionMask.Modify >> 13);
|
|
}
|
|
else
|
|
{
|
|
if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
|
|
mask &= ~((uint)PermissionMask.Copy >> 13);
|
|
if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
|
|
mask &= ~((uint)PermissionMask.Transfer >> 13);
|
|
if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
|
|
mask &= ~((uint)PermissionMask.Modify >> 13);
|
|
}
|
|
|
|
if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
|
|
mask &= ~(uint)PermissionMask.Copy;
|
|
if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
|
|
mask &= ~(uint)PermissionMask.Transfer;
|
|
if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
|
|
mask &= ~(uint)PermissionMask.Modify;
|
|
}
|
|
}
|
|
|
|
return mask;
|
|
}
|
|
|
|
public void ApplyNextOwnerPermissions()
|
|
{
|
|
lock (m_items)
|
|
{
|
|
foreach (TaskInventoryItem item in m_items.Values)
|
|
{
|
|
if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
|
|
{
|
|
if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
|
|
item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
|
|
if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
|
|
item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
|
|
if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
|
|
item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
|
|
}
|
|
item.CurrentPermissions &= item.NextPermissions;
|
|
item.BasePermissions &= item.NextPermissions;
|
|
item.EveryonePermissions &= item.NextPermissions;
|
|
item.OwnerChanged = true;
|
|
item.PermsMask = 0;
|
|
item.PermsGranter = UUID.Zero;
|
|
}
|
|
}
|
|
}
|
|
|
|
public void ApplyGodPermissions(uint perms)
|
|
{
|
|
lock (m_items)
|
|
{
|
|
foreach (TaskInventoryItem item in m_items.Values)
|
|
{
|
|
item.CurrentPermissions = perms;
|
|
item.BasePermissions = perms;
|
|
}
|
|
}
|
|
|
|
m_inventorySerial++;
|
|
HasInventoryChanged = true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns true if this part inventory contains any scripts. False otherwise.
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
public bool ContainsScripts()
|
|
{
|
|
lock (m_items)
|
|
{
|
|
foreach (TaskInventoryItem item in m_items.Values)
|
|
{
|
|
if (item.InvType == (int)InventoryType.LSL)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
public List<UUID> GetInventoryList()
|
|
{
|
|
List<UUID> ret = new List<UUID>();
|
|
|
|
lock (m_items)
|
|
{
|
|
foreach (TaskInventoryItem item in m_items.Values)
|
|
ret.Add(item.ItemID);
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
public List<TaskInventoryItem> GetInventoryItems()
|
|
{
|
|
List<TaskInventoryItem> ret = new List<TaskInventoryItem>();
|
|
|
|
lock (m_items)
|
|
ret = new List<TaskInventoryItem>(m_items.Values);
|
|
|
|
return ret;
|
|
}
|
|
|
|
public List<TaskInventoryItem> GetInventoryScripts()
|
|
{
|
|
List<TaskInventoryItem> ret = new List<TaskInventoryItem>();
|
|
|
|
lock (m_items)
|
|
{
|
|
foreach (TaskInventoryItem item in m_items.Values)
|
|
if (item.InvType == (int)InventoryType.LSL)
|
|
ret.Add(item);
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
public Dictionary<UUID, string> GetScriptStates()
|
|
{
|
|
Dictionary<UUID, string> ret = new Dictionary<UUID, string>();
|
|
|
|
if (m_part.ParentGroup.Scene == null) // Group not in a scene
|
|
return ret;
|
|
|
|
IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>();
|
|
|
|
if (engines.Length == 0) // No engine at all
|
|
return ret;
|
|
|
|
List<TaskInventoryItem> scripts = GetInventoryScripts();
|
|
|
|
foreach (TaskInventoryItem item in scripts)
|
|
{
|
|
foreach (IScriptModule e in engines)
|
|
{
|
|
if (e != null)
|
|
{
|
|
string n = e.GetXMLState(item.ItemID);
|
|
if (n != String.Empty)
|
|
{
|
|
if (!ret.ContainsKey(item.ItemID))
|
|
ret[item.ItemID] = n;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
public void ResumeScripts()
|
|
{
|
|
IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>();
|
|
if (engines.Length == 0)
|
|
return;
|
|
|
|
List<TaskInventoryItem> scripts = GetInventoryScripts();
|
|
|
|
foreach (TaskInventoryItem item in scripts)
|
|
{
|
|
foreach (IScriptModule engine in engines)
|
|
{
|
|
if (engine != null)
|
|
{
|
|
if (item.OwnerChanged)
|
|
engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER });
|
|
item.OwnerChanged = false;
|
|
engine.ResumeScript(item.ItemID);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|