OpenSimMirror/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs

726 lines
28 KiB
C#

/*
* 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
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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*/
using System;
using System.Collections.Generic;
using System.Net;
using System.Reflection;
using System.Threading;
using OpenSim.Framework;
using OpenSim.Framework.Capabilities;
using OpenSim.Framework.Client;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.Framework.Scenes.Serialization;
using OpenSim.Services.Interfaces;
using GridRegion = OpenSim.Services.Interfaces.GridRegion;
using OpenMetaverse;
using log4net;
using Nini.Config;
namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
{
public class BasicInventoryAccessModule : INonSharedRegionModule, IInventoryAccessModule
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
protected bool m_Enabled = false;
protected Scene m_Scene;
#region INonSharedRegionModule
public Type ReplaceableInterface
{
get { return null; }
}
public virtual string Name
{
get { return "BasicInventoryAccessModule"; }
}
public virtual void Initialise(IConfigSource source)
{
IConfig moduleConfig = source.Configs["Modules"];
if (moduleConfig != null)
{
string name = moduleConfig.GetString("InventoryAccessModule", "");
if (name == Name)
{
m_Enabled = true;
m_log.InfoFormat("[INVENTORY ACCESS MODULE]: {0} enabled.", Name);
}
}
}
public virtual void PostInitialise()
{
}
public virtual void AddRegion(Scene scene)
{
if (!m_Enabled)
return;
m_Scene = scene;
scene.RegisterModuleInterface<IInventoryAccessModule>(this);
scene.EventManager.OnNewClient += OnNewClient;
}
protected virtual void OnNewClient(IClientAPI client)
{
}
public virtual void Close()
{
if (!m_Enabled)
return;
}
public virtual void RemoveRegion(Scene scene)
{
if (!m_Enabled)
return;
m_Scene = null;
}
public virtual void RegionLoaded(Scene scene)
{
if (!m_Enabled)
return;
}
#endregion
#region Inventory Access
/// <summary>
/// Capability originating call to update the asset of an item in an agent's inventory
/// </summary>
/// <param name="remoteClient"></param>
/// <param name="itemID"></param>
/// <param name="data"></param>
/// <returns></returns>
public virtual UUID CapsUpdateInventoryItemAsset(IClientAPI remoteClient, UUID itemID, byte[] data)
{
InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
item = m_Scene.InventoryService.GetItem(item);
if (item != null)
{
if ((InventoryType)item.InvType == InventoryType.Notecard)
{
if (!m_Scene.Permissions.CanEditNotecard(itemID, UUID.Zero, remoteClient.AgentId))
{
remoteClient.SendAgentAlertMessage("Insufficient permissions to edit notecard", false);
return UUID.Zero;
}
remoteClient.SendAgentAlertMessage("Notecard saved", false);
}
else if ((InventoryType)item.InvType == InventoryType.LSL)
{
if (!m_Scene.Permissions.CanEditScript(itemID, UUID.Zero, remoteClient.AgentId))
{
remoteClient.SendAgentAlertMessage("Insufficient permissions to edit script", false);
return UUID.Zero;
}
remoteClient.SendAgentAlertMessage("Script saved", false);
}
AssetBase asset =
CreateAsset(item.Name, item.Description, (sbyte)item.AssetType, data, remoteClient.AgentId.ToString());
item.AssetID = asset.FullID;
m_Scene.AssetService.Store(asset);
m_Scene.InventoryService.UpdateItem(item);
// remoteClient.SendInventoryItemCreateUpdate(item);
return (asset.FullID);
}
else
{
m_log.ErrorFormat(
"[AGENT INVENTORY]: Could not find item {0} for caps inventory update",
itemID);
}
return UUID.Zero;
}
/// <summary>
/// Delete a scene object from a scene and place in the given avatar's inventory.
/// Returns the UUID of the newly created asset.
/// </summary>
/// <param name="action"></param>
/// <param name="folderID"></param>
/// <param name="objectGroup"></param>
/// <param name="remoteClient"> </param>
public virtual UUID DeleteToInventory(DeRezAction action, UUID folderID,
List<SceneObjectGroup> objectGroups, IClientAPI remoteClient)
{
// HACK: This is only working for lists containing a single item!
// It's just a hack to make this WIP compile and run. Nothing
// currently calls this with multiple items.
UUID ret = UUID.Zero;
foreach (SceneObjectGroup g in objectGroups)
ret = DeleteToInventory(action, folderID, g, remoteClient);
return ret;
}
public virtual UUID DeleteToInventory(DeRezAction action, UUID folderID,
SceneObjectGroup objectGroup, IClientAPI remoteClient)
{
UUID assetID = UUID.Zero;
Vector3 inventoryStoredPosition = new Vector3
(((objectGroup.AbsolutePosition.X > (int)Constants.RegionSize)
? 250
: objectGroup.AbsolutePosition.X)
,
(objectGroup.AbsolutePosition.X > (int)Constants.RegionSize)
? 250
: objectGroup.AbsolutePosition.X,
objectGroup.AbsolutePosition.Z);
Vector3 originalPosition = objectGroup.AbsolutePosition;
objectGroup.AbsolutePosition = inventoryStoredPosition;
string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(objectGroup);
objectGroup.AbsolutePosition = originalPosition;
// Get the user info of the item destination
//
UUID userID = UUID.Zero;
if (action == DeRezAction.Take || action == DeRezAction.TakeCopy ||
action == DeRezAction.SaveToExistingUserInventoryItem)
{
// Take or take copy require a taker
// Saving changes requires a local user
//
if (remoteClient == null)
return UUID.Zero;
userID = remoteClient.AgentId;
}
else
{
// All returns / deletes go to the object owner
//
userID = objectGroup.RootPart.OwnerID;
}
if (userID == UUID.Zero) // Can't proceed
{
return UUID.Zero;
}
// If we're returning someone's item, it goes back to the
// owner's Lost And Found folder.
// Delete is treated like return in this case
// Deleting your own items makes them go to trash
//
InventoryFolderBase folder = null;
InventoryItemBase item = null;
if (DeRezAction.SaveToExistingUserInventoryItem == action)
{
item = new InventoryItemBase(objectGroup.RootPart.FromUserInventoryItemID, userID);
item = m_Scene.InventoryService.GetItem(item);
//item = userInfo.RootFolder.FindItem(
// objectGroup.RootPart.FromUserInventoryItemID);
if (null == item)
{
m_log.DebugFormat(
"[AGENT INVENTORY]: Object {0} {1} scheduled for save to inventory has already been deleted.",
objectGroup.Name, objectGroup.UUID);
return UUID.Zero;
}
}
else
{
// Folder magic
//
if (action == DeRezAction.Delete)
{
// Deleting someone else's item
//
if (remoteClient == null ||
objectGroup.OwnerID != remoteClient.AgentId)
{
folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.LostAndFoundFolder);
}
else
{
folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.TrashFolder);
}
}
else if (action == DeRezAction.Return)
{
// Dump to lost + found unconditionally
//
folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.LostAndFoundFolder);
}
if (folderID == UUID.Zero && folder == null)
{
if (action == DeRezAction.Delete)
{
// Deletes go to trash by default
//
folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.TrashFolder);
}
else
{
// Catch all. Use lost & found
//
folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.LostAndFoundFolder);
}
}
if (folder == null) // None of the above
{
folder = new InventoryFolderBase(folderID);
if (folder == null) // Nowhere to put it
{
return UUID.Zero;
}
}
item = new InventoryItemBase();
item.CreatorId = objectGroup.RootPart.CreatorID.ToString();
item.ID = UUID.Random();
item.InvType = (int)InventoryType.Object;
item.Folder = folder.ID;
item.Owner = userID;
}
AssetBase asset = CreateAsset(
objectGroup.GetPartName(objectGroup.RootPart.LocalId),
objectGroup.GetPartDescription(objectGroup.RootPart.LocalId),
(sbyte)AssetType.Object,
Utils.StringToBytes(sceneObjectXml),
objectGroup.OwnerID.ToString());
m_Scene.AssetService.Store(asset);
assetID = asset.FullID;
if (DeRezAction.SaveToExistingUserInventoryItem == action)
{
item.AssetID = asset.FullID;
m_Scene.InventoryService.UpdateItem(item);
}
else
{
item.AssetID = asset.FullID;
if (remoteClient != null && (remoteClient.AgentId != objectGroup.RootPart.OwnerID) && m_Scene.Permissions.PropagatePermissions())
{
uint perms = objectGroup.GetEffectivePermissions();
uint nextPerms = (perms & 7) << 13;
if ((nextPerms & (uint)PermissionMask.Copy) == 0)
perms &= ~(uint)PermissionMask.Copy;
if ((nextPerms & (uint)PermissionMask.Transfer) == 0)
perms &= ~(uint)PermissionMask.Transfer;
if ((nextPerms & (uint)PermissionMask.Modify) == 0)
perms &= ~(uint)PermissionMask.Modify;
item.BasePermissions = perms & objectGroup.RootPart.NextOwnerMask;
item.CurrentPermissions = item.BasePermissions;
item.NextPermissions = objectGroup.RootPart.NextOwnerMask;
item.EveryOnePermissions = objectGroup.RootPart.EveryoneMask & objectGroup.RootPart.NextOwnerMask;
item.GroupPermissions = objectGroup.RootPart.GroupMask & objectGroup.RootPart.NextOwnerMask;
item.CurrentPermissions |= 8; // Slam!
}
else
{
item.BasePermissions = objectGroup.GetEffectivePermissions();
item.CurrentPermissions = objectGroup.GetEffectivePermissions();
item.NextPermissions = objectGroup.RootPart.NextOwnerMask;
item.EveryOnePermissions = objectGroup.RootPart.EveryoneMask;
item.GroupPermissions = objectGroup.RootPart.GroupMask;
item.CurrentPermissions |= 8; // Slam!
}
// TODO: add the new fields (Flags, Sale info, etc)
item.CreationDate = Util.UnixTimeSinceEpoch();
item.Description = asset.Description;
item.Name = asset.Name;
item.AssetType = asset.Type;
m_Scene.InventoryService.AddItem(item);
if (remoteClient != null && item.Owner == remoteClient.AgentId)
{
remoteClient.SendInventoryItemCreateUpdate(item, 0);
}
else
{
ScenePresence notifyUser = m_Scene.GetScenePresence(item.Owner);
if (notifyUser != null)
{
notifyUser.ControllingClient.SendInventoryItemCreateUpdate(item, 0);
}
}
}
return assetID;
}
/// <summary>
/// Rez an object into the scene from the user's inventory
/// </summary>
/// FIXME: It would be really nice if inventory access modules didn't also actually do the work of rezzing
/// things to the scene. The caller should be doing that, I think.
/// <param name="remoteClient"></param>
/// <param name="itemID"></param>
/// <param name="RayEnd"></param>
/// <param name="RayStart"></param>
/// <param name="RayTargetID"></param>
/// <param name="BypassRayCast"></param>
/// <param name="RayEndIsIntersection"></param>
/// <param name="RezSelected"></param>
/// <param name="RemoveItem"></param>
/// <param name="fromTaskID"></param>
/// <param name="attachment"></param>
/// <returns>The SceneObjectGroup rezzed or null if rez was unsuccessful.</returns>
public virtual SceneObjectGroup RezObject(IClientAPI remoteClient, UUID itemID, Vector3 RayEnd, Vector3 RayStart,
UUID RayTargetID, byte BypassRayCast, bool RayEndIsIntersection,
bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment)
{
// Work out position details
byte bRayEndIsIntersection = (byte)0;
if (RayEndIsIntersection)
{
bRayEndIsIntersection = (byte)1;
}
else
{
bRayEndIsIntersection = (byte)0;
}
Vector3 scale = new Vector3(0.5f, 0.5f, 0.5f);
Vector3 pos = m_Scene.GetNewRezLocation(
RayStart, RayEnd, RayTargetID, Quaternion.Identity,
BypassRayCast, bRayEndIsIntersection, true, scale, false);
// Rez object
InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
item = m_Scene.InventoryService.GetItem(item);
if (item != null)
{
AssetBase rezAsset = m_Scene.AssetService.Get(item.AssetID.ToString());
if (rezAsset != null)
{
UUID itemId = UUID.Zero;
// If we have permission to copy then link the rezzed object back to the user inventory
// item that it came from. This allows us to enable 'save object to inventory'
if (!m_Scene.Permissions.BypassPermissions())
{
if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == (uint)PermissionMask.Copy)
{
itemId = item.ID;
}
}
else
{
// Brave new fullperm world
//
itemId = item.ID;
}
string xmlData = Utils.BytesToString(rezAsset.Data);
SceneObjectGroup group
= SceneObjectSerializer.FromOriginalXmlFormat(itemId, xmlData);
if (!m_Scene.Permissions.CanRezObject(
group.Children.Count, remoteClient.AgentId, pos)
&& !attachment)
{
// The client operates in no fail mode. It will
// have already removed the item from the folder
// if it's no copy.
// Put it back if it's not an attachment
//
if (((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0) && (!attachment))
remoteClient.SendBulkUpdateInventory(item);
return null;
}
group.ResetIDs();
if (attachment)
{
group.RootPart.ObjectFlags |= (uint)PrimFlags.Phantom;
group.RootPart.IsAttachment = true;
}
// If we're rezzing an attachment then don't ask AddNewSceneObject() to update the client since
// we'll be doing that later on. Scheduling more than one full update during the attachment
// process causes some clients to fail to display the attachment properly.
m_Scene.AddNewSceneObject(group, true, false);
// m_log.InfoFormat("ray end point for inventory rezz is {0} {1} {2} ", RayEnd.X, RayEnd.Y, RayEnd.Z);
// if attachment we set it's asset id so object updates can reflect that
// if not, we set it's position in world.
if (!attachment)
{
group.ScheduleGroupForFullUpdate();
float offsetHeight = 0;
pos = m_Scene.GetNewRezLocation(
RayStart, RayEnd, RayTargetID, Quaternion.Identity,
BypassRayCast, bRayEndIsIntersection, true, group.GetAxisAlignedBoundingBox(out offsetHeight), false);
pos.Z += offsetHeight;
group.AbsolutePosition = pos;
// m_log.InfoFormat("rezx point for inventory rezz is {0} {1} {2} and offsetheight was {3}", pos.X, pos.Y, pos.Z, offsetHeight);
}
else
{
group.SetFromItemID(itemID);
}
SceneObjectPart rootPart = null;
try
{
rootPart = group.GetChildPart(group.UUID);
}
catch (NullReferenceException)
{
string isAttachment = "";
if (attachment)
isAttachment = " Object was an attachment";
m_log.Error("[AGENT INVENTORY]: Error rezzing ItemID: " + itemID + " object has no rootpart." + isAttachment);
}
// 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;
List<SceneObjectPart> partList = new List<SceneObjectPart>(group.Children.Values);
group.SetGroup(remoteClient.ActiveGroupId, remoteClient);
if (rootPart.OwnerID != item.Owner)
{
//Need to kill the for sale here
rootPart.ObjectSaleType = 0;
rootPart.SalePrice = 10;
if (m_Scene.Permissions.PropagatePermissions())
{
if ((item.CurrentPermissions & 8) != 0)
{
foreach (SceneObjectPart part in partList)
{
part.EveryoneMask = item.EveryOnePermissions;
part.NextOwnerMask = item.NextPermissions;
part.GroupMask = 0; // DO NOT propagate here
}
}
group.ApplyNextOwnerPermissions();
}
}
foreach (SceneObjectPart part in partList)
{
if (part.OwnerID != item.Owner)
{
part.LastOwnerID = part.OwnerID;
part.OwnerID = item.Owner;
part.Inventory.ChangeInventoryOwner(item.Owner);
}
else if (((item.CurrentPermissions & 8) != 0) && (!attachment)) // Slam!
{
part.EveryoneMask = item.EveryOnePermissions;
part.NextOwnerMask = item.NextPermissions;
part.GroupMask = 0; // DO NOT propagate here
}
}
rootPart.TrimPermissions();
if (!attachment)
{
if (group.RootPart.Shape.PCode == (byte)PCode.Prim)
{
group.ClearPartAttachmentData();
}
// Fire on_rez
group.CreateScriptInstances(0, true, m_Scene.DefaultScriptEngine, 0);
rootPart.ParentGroup.ResumeScripts();
rootPart.ScheduleFullUpdate();
}
if (!m_Scene.Permissions.BypassPermissions())
{
if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
{
// If this is done on attachments, no
// copy ones will be lost, so avoid it
//
if (!attachment)
{
List<UUID> uuids = new List<UUID>();
uuids.Add(item.ID);
m_Scene.InventoryService.DeleteItems(item.Owner, uuids);
}
}
}
return rootPart.ParentGroup;
}
}
return null;
}
public virtual void TransferInventoryAssets(InventoryItemBase item, UUID sender, UUID receiver)
{
}
public virtual bool GetAgentInventoryItem(IClientAPI remoteClient, UUID itemID, UUID requestID)
{
InventoryItemBase assetRequestItem = GetItem(remoteClient.AgentId, itemID);
if (assetRequestItem == null)
{
ILibraryService lib = m_Scene.RequestModuleInterface<ILibraryService>();
if (lib != null)
assetRequestItem = lib.LibraryRootFolder.FindItem(itemID);
if (assetRequestItem == null)
return false;
}
// At this point, we need to apply perms
// only to notecards and scripts. All
// other asset types are always available
//
if (assetRequestItem.AssetType == (int)AssetType.LSLText)
{
if (!m_Scene.Permissions.CanViewScript(itemID, UUID.Zero, remoteClient.AgentId))
{
remoteClient.SendAgentAlertMessage("Insufficient permissions to view script", false);
return false;
}
}
else if (assetRequestItem.AssetType == (int)AssetType.Notecard)
{
if (!m_Scene.Permissions.CanViewNotecard(itemID, UUID.Zero, remoteClient.AgentId))
{
remoteClient.SendAgentAlertMessage("Insufficient permissions to view notecard", false);
return false;
}
}
if (assetRequestItem.AssetID != requestID)
{
m_log.WarnFormat(
"[CLIENT]: {0} requested asset {1} from item {2} but this does not match item's asset {3}",
Name, requestID, itemID, assetRequestItem.AssetID);
return false;
}
return true;
}
public virtual bool IsForeignUser(UUID userID, out string assetServerURL)
{
assetServerURL = string.Empty;
return false;
}
#endregion
#region Misc
/// <summary>
/// Create a new asset data structure.
/// </summary>
/// <param name="name"></param>
/// <param name="description"></param>
/// <param name="invType"></param>
/// <param name="assetType"></param>
/// <param name="data"></param>
/// <returns></returns>
private AssetBase CreateAsset(string name, string description, sbyte assetType, byte[] data, string creatorID)
{
AssetBase asset = new AssetBase(UUID.Random(), name, assetType, creatorID);
asset.Description = description;
asset.Data = (data == null) ? new byte[1] : data;
return asset;
}
protected virtual InventoryItemBase GetItem(UUID agentID, UUID itemID)
{
IInventoryService invService = m_Scene.RequestModuleInterface<IInventoryService>();
InventoryItemBase assetRequestItem = new InventoryItemBase(itemID, agentID);
assetRequestItem = invService.GetItem(assetRequestItem);
return assetRequestItem;
}
#endregion
}
}