2577 lines
112 KiB
C#
2577 lines
112 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.Collections.Generic;
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using System.Collections;
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using System.Reflection;
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using System.Text;
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using System.Timers;
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using System.Xml;
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using OpenMetaverse;
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using OpenMetaverse.Packets;
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using log4net;
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using OpenSim.Framework;
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using OpenSim.Region.Framework;
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using OpenSim.Framework.Client;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes.Serialization;
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using PermissionMask = OpenSim.Framework.PermissionMask;
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namespace OpenSim.Region.Framework.Scenes
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{
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public partial class Scene
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private static readonly string LogHeader = "[SCENE INVENTORY]";
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/// <summary>
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/// Allows asynchronous derezzing of objects from the scene into a client's inventory.
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/// </summary>
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protected AsyncSceneObjectGroupDeleter m_asyncSceneObjectDeleter;
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/// <summary>
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/// Allows inventory details to be sent to clients asynchronously
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/// </summary>
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protected AsyncInventorySender m_asyncInventorySender;
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/// <summary>
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/// Creates all the scripts in the scene which should be started.
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/// </summary>
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/// <returns>
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/// Number of scripts that were valid for starting. This does not guarantee that all these scripts
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/// were actually started, but just that the start could be attempt (e.g. the asset data for the script could be found)
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/// </returns>
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public int CreateScriptInstances()
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{
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m_log.InfoFormat("[SCENE]: Initializing script instances in {0}", RegionInfo.RegionName);
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int scriptsValidForStarting = 0;
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EntityBase[] entities = Entities.GetEntities();
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foreach (EntityBase group in entities)
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{
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if (group is SceneObjectGroup)
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{
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scriptsValidForStarting
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+= ((SceneObjectGroup) group).CreateScriptInstances(0, false, DefaultScriptEngine, 0);
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((SceneObjectGroup) group).ResumeScripts();
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}
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}
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m_log.InfoFormat(
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"[SCENE]: Initialized {0} script instances in {1}",
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scriptsValidForStarting, RegionInfo.RegionName);
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return scriptsValidForStarting;
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}
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/// <summary>
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/// Lets the script engines start processing scripts.
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/// </summary>
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public void StartScripts()
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{
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// m_log.InfoFormat("[SCENE]: Starting scripts in {0}, please wait.", RegionInfo.RegionName);
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IScriptModule[] engines = RequestModuleInterfaces<IScriptModule>();
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foreach (IScriptModule engine in engines)
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engine.StartProcessing();
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}
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public void AddUploadedInventoryItem(UUID agentID, InventoryItemBase item)
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{
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IMoneyModule money = RequestModuleInterface<IMoneyModule>();
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if (money != null)
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{
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money.ApplyUploadCharge(agentID, money.UploadCharge, "Asset upload");
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}
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AddInventoryItem(item);
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}
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public bool AddInventoryItemReturned(UUID AgentId, InventoryItemBase item)
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{
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if (AddInventoryItem(item))
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return true;
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else
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{
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m_log.WarnFormat(
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"[AGENT INVENTORY]: Unable to add item {1} to agent {2} inventory", item.Name, AgentId);
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return false;
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}
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}
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public bool AddInventoryItem(InventoryItemBase item)
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{
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return AddInventoryItem(item, true);
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}
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/// <summary>
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/// Add the given inventory item to a user's inventory.
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/// </summary>
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/// <param name="item"></param>
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public bool AddInventoryItem(InventoryItemBase item, bool trigger)
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{
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if (item.Folder != UUID.Zero && InventoryService.AddItem(item))
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{
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int userlevel = 0;
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if (Permissions.IsGod(item.Owner))
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{
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userlevel = 1;
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}
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if (trigger)
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EventManager.TriggerOnNewInventoryItemUploadComplete(item.Owner, (AssetType)item.AssetType, item.AssetID, item.Name, userlevel);
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return true;
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}
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// OK so either the viewer didn't send a folderID or AddItem failed
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UUID originalFolder = item.Folder;
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InventoryFolderBase f = InventoryService.GetFolderForType(item.Owner, (AssetType)item.AssetType);
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if (f != null)
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{
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m_log.DebugFormat(
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"[AGENT INVENTORY]: Found folder {0} type {1} for item {2}",
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f.Name, (AssetType)f.Type, item.Name);
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item.Folder = f.ID;
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}
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else
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{
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f = InventoryService.GetRootFolder(item.Owner);
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if (f != null)
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{
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item.Folder = f.ID;
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}
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else
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{
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m_log.WarnFormat(
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"[AGENT INVENTORY]: Could not find root folder for {0} when trying to add item {1} with no parent folder specified",
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item.Owner, item.Name);
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return false;
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}
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}
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if (InventoryService.AddItem(item))
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{
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int userlevel = 0;
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if (Permissions.IsGod(item.Owner))
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{
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userlevel = 1;
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}
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if (trigger)
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EventManager.TriggerOnNewInventoryItemUploadComplete(item.Owner, (AssetType)item.AssetType, item.AssetID, item.Name, userlevel);
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if (originalFolder != UUID.Zero)
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{
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// Tell the viewer that the item didn't go there
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ChangePlacement(item, f);
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}
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return true;
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}
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else
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{
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m_log.WarnFormat(
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"[AGENT INVENTORY]: Agent {0} could not add item {1} {2}",
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item.Owner, item.Name, item.ID);
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return false;
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}
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}
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private void ChangePlacement(InventoryItemBase item, InventoryFolderBase f)
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{
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ScenePresence sp = GetScenePresence(item.Owner);
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if (sp != null)
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{
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if (sp.ControllingClient is IClientCore)
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{
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IClientCore core = (IClientCore)sp.ControllingClient;
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IClientInventory inv;
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if (core.TryGet<IClientInventory>(out inv))
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{
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InventoryFolderBase parent = new InventoryFolderBase(f.ParentID, f.Owner);
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parent = InventoryService.GetFolder(parent);
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inv.SendRemoveInventoryItems(new UUID[] { item.ID });
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inv.SendBulkUpdateInventory(new InventoryFolderBase[0], new InventoryItemBase[] { item });
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string message = "The item was placed in folder " + f.Name;
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if (parent != null)
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message += " under " + parent.Name;
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sp.ControllingClient.SendAgentAlertMessage(message, false);
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}
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}
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}
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}
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/// <summary>
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/// Add the given inventory item to a user's inventory.
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/// </summary>
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/// <param name="AgentID">
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/// A <see cref="UUID"/>
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/// </param>
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/// <param name="item">
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/// A <see cref="InventoryItemBase"/>
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/// </param>
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[Obsolete("Use AddInventoryItem(InventoryItemBase item) instead. This was deprecated in OpenSim 0.7.1")]
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public void AddInventoryItem(UUID AgentID, InventoryItemBase item)
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{
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AddInventoryItem(item);
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}
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/// <summary>
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/// Add an inventory item to an avatar's inventory.
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/// </summary>
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/// <param name="remoteClient">The remote client controlling the avatar</param>
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/// <param name="item">The item. This structure contains all the item metadata, including the folder
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/// in which the item is to be placed.</param>
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public void AddInventoryItem(IClientAPI remoteClient, InventoryItemBase item)
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{
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AddInventoryItem(item);
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remoteClient.SendInventoryItemCreateUpdate(item, 0);
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}
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/// <summary>
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/// <see>CapsUpdatedInventoryItemAsset(IClientAPI, UUID, byte[])</see>
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/// </summary>
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public UUID CapsUpdateInventoryItemAsset(UUID avatarId, UUID itemID, byte[] data)
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{
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ScenePresence avatar;
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if (TryGetScenePresence(avatarId, out avatar))
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{
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IInventoryAccessModule invAccess = RequestModuleInterface<IInventoryAccessModule>();
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if (invAccess != null)
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return invAccess.CapsUpdateInventoryItemAsset(avatar.ControllingClient, itemID, data);
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}
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else
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{
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m_log.ErrorFormat(
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"[AGENT INVENTORY]: " +
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"Avatar {0} cannot be found to update its inventory item asset",
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avatarId);
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}
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return UUID.Zero;
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}
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/// <summary>
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/// Capability originating call to update the asset of a script in a prim's (task's) inventory
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/// </summary>
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/// <param name="remoteClient"></param>
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/// <param name="itemID"></param>
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/// <param name="primID">The prim which contains the item to update</param>
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/// <param name="isScriptRunning">Indicates whether the script to update is currently running</param>
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/// <param name="data"></param>
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public ArrayList CapsUpdateTaskInventoryScriptAsset(IClientAPI remoteClient, UUID itemId,
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UUID primId, bool isScriptRunning, byte[] data)
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{
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if (!Permissions.CanEditScript(itemId, primId, remoteClient.AgentId))
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{
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remoteClient.SendAgentAlertMessage("Insufficient permissions to edit script", false);
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return new ArrayList();
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}
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// Retrieve group
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SceneObjectPart part = GetSceneObjectPart(primId);
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if (part == null)
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return new ArrayList();
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SceneObjectGroup group = part.ParentGroup;
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// Retrieve item
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TaskInventoryItem item = group.GetInventoryItem(part.LocalId, itemId);
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if (null == item)
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{
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m_log.ErrorFormat(
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"[PRIM INVENTORY]: Tried to retrieve item ID {0} from prim {1}, {2} for caps script update "
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+ " but the item does not exist in this inventory",
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itemId, part.Name, part.UUID);
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return new ArrayList();
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}
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AssetBase asset = CreateAsset(item.Name, item.Description, (sbyte)AssetType.LSLText, data, remoteClient.AgentId);
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AssetService.Store(asset);
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// m_log.DebugFormat(
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// "[PRIM INVENTORY]: Stored asset {0} when updating item {1} in prim {2} for {3}",
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// asset.ID, item.Name, part.Name, remoteClient.Name);
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if (isScriptRunning)
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{
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part.Inventory.RemoveScriptInstance(item.ItemID, false);
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}
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// Update item with new asset
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item.AssetID = asset.FullID;
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if (group.UpdateInventoryItem(item))
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remoteClient.SendAlertMessage("Script saved");
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part.SendPropertiesToClient(remoteClient);
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// Trigger rerunning of script (use TriggerRezScript event, see RezScript)
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ArrayList errors = new ArrayList();
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if (isScriptRunning)
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{
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// Needs to determine which engine was running it and use that
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//
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part.Inventory.CreateScriptInstance(item.ItemID, 0, false, DefaultScriptEngine, 0);
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errors = part.Inventory.GetScriptErrors(item.ItemID);
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}
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else
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{
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remoteClient.SendAlertMessage("Script saved");
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}
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// Tell anyone managing scripts that a script has been reloaded/changed
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EventManager.TriggerUpdateScript(remoteClient.AgentId, itemId, primId, isScriptRunning, item.AssetID);
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part.ParentGroup.ResumeScripts();
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return errors;
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}
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/// <summary>
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/// <see>CapsUpdateTaskInventoryScriptAsset(IClientAPI, UUID, UUID, bool, byte[])</see>
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/// </summary>
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public ArrayList CapsUpdateTaskInventoryScriptAsset(UUID avatarId, UUID itemId,
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UUID primId, bool isScriptRunning, byte[] data)
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{
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ScenePresence avatar;
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if (TryGetScenePresence(avatarId, out avatar))
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{
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return CapsUpdateTaskInventoryScriptAsset(
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avatar.ControllingClient, itemId, primId, isScriptRunning, data);
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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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"Avatar {0} cannot be found to update its prim item asset",
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avatarId);
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return new ArrayList();
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}
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}
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/// <summary>
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/// Update an item which is either already in the client's inventory or is within
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/// a transaction
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/// </summary>
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/// <param name="remoteClient"></param>
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/// <param name="transactionID">The transaction ID. If this is UUID.Zero we will
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/// assume that we are not in a transaction</param>
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/// <param name="itemID">The ID of the updated item</param>
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/// <param name="name">The name of the updated item</param>
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/// <param name="description">The description of the updated item</param>
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/// <param name="nextOwnerMask">The permissions of the updated item</param>
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/* public void UpdateInventoryItemAsset(IClientAPI remoteClient, UUID transactionID,
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UUID itemID, string name, string description,
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uint nextOwnerMask)*/
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public void UpdateInventoryItemAsset(IClientAPI remoteClient, UUID transactionID,
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UUID itemID, InventoryItemBase itemUpd)
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{
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// m_log.DebugFormat(
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// "[USER INVENTORY]: Updating asset for item {0} {1}, transaction ID {2} for {3}",
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// itemID, itemUpd.Name, transactionID, remoteClient.Name);
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// This one will let people set next perms on items in agent
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// inventory. Rut-Roh. Whatever. Make this secure. Yeah.
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//
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// Passing something to another avatar or a an object will already
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InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
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item = InventoryService.GetItem(item);
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if (item != null)
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{
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if (item.Owner != remoteClient.AgentId)
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return;
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item.Name = itemUpd.Name;
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item.Description = itemUpd.Description;
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// m_log.DebugFormat(
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// "[USER INVENTORY]: itemUpd {0} {1} {2} {3}, item {4} {5} {6} {7}",
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// itemUpd.NextPermissions, itemUpd.GroupPermissions, itemUpd.EveryOnePermissions, item.Flags,
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// item.NextPermissions, item.GroupPermissions, item.EveryOnePermissions, item.CurrentPermissions);
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bool sendUpdate = false;
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if (itemUpd.NextPermissions != 0) // Use this to determine validity. Can never be 0 if valid
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{
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// Create a set of base permissions that will not include export if the user
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// is not allowed to change the export flag.
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bool denyExportChange = false;
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// m_log.DebugFormat("[XXX]: B: {0} O: {1} E: {2}", itemUpd.BasePermissions, itemUpd.CurrentPermissions, itemUpd.EveryOnePermissions);
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// If the user is not the creator or doesn't have "E" in both "B" and "O", deny setting export
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if ((item.BasePermissions & (uint)(PermissionMask.All | PermissionMask.Export)) != (uint)(PermissionMask.All | PermissionMask.Export) || (item.CurrentPermissions & (uint)PermissionMask.Export) == 0 || item.CreatorIdAsUuid != item.Owner)
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denyExportChange = true;
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// m_log.DebugFormat("[XXX]: Deny Export Update {0}", denyExportChange);
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// If it is already set, force it set and also force full perm
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// else prevent setting it. It can and should never be set unless
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// set in base, so the condition above is valid
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if (denyExportChange)
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{
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// If we are not allowed to change it, then force it to the
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// original item's setting and if it was on, also force full perm
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if ((item.EveryOnePermissions & (uint)PermissionMask.Export) != 0)
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{
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itemUpd.NextPermissions = (uint)(PermissionMask.All);
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itemUpd.EveryOnePermissions |= (uint)PermissionMask.Export;
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}
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else
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{
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itemUpd.EveryOnePermissions &= ~(uint)PermissionMask.Export;
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}
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}
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else
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{
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// If the new state is exportable, force full perm
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if ((itemUpd.EveryOnePermissions & (uint)PermissionMask.Export) != 0)
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{
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// m_log.DebugFormat("[XXX]: Force full perm");
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itemUpd.NextPermissions = (uint)(PermissionMask.All);
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}
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}
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if (item.NextPermissions != (itemUpd.NextPermissions & item.BasePermissions))
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item.Flags |= (uint)InventoryItemFlags.ObjectOverwriteNextOwner;
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item.NextPermissions = itemUpd.NextPermissions & item.BasePermissions;
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if (item.EveryOnePermissions != (itemUpd.EveryOnePermissions & item.BasePermissions))
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item.Flags |= (uint)InventoryItemFlags.ObjectOverwriteEveryone;
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item.EveryOnePermissions = itemUpd.EveryOnePermissions & item.BasePermissions;
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if (item.GroupPermissions != (itemUpd.GroupPermissions & item.BasePermissions))
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item.Flags |= (uint)InventoryItemFlags.ObjectOverwriteGroup;
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item.GroupPermissions = itemUpd.GroupPermissions & item.BasePermissions;
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item.GroupID = itemUpd.GroupID;
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item.GroupOwned = itemUpd.GroupOwned;
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item.CreationDate = itemUpd.CreationDate;
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// The client sends zero if its newly created?
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if (itemUpd.CreationDate == 0)
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item.CreationDate = Util.UnixTimeSinceEpoch();
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else
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item.CreationDate = itemUpd.CreationDate;
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// TODO: Check if folder changed and move item
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//item.NextPermissions = itemUpd.Folder;
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item.InvType = itemUpd.InvType;
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if (item.SalePrice != itemUpd.SalePrice ||
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item.SaleType != itemUpd.SaleType)
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item.Flags |= (uint)InventoryItemFlags.ObjectSlamSale;
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item.SalePrice = itemUpd.SalePrice;
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item.SaleType = itemUpd.SaleType;
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|
|
if (item.InvType == (int)InventoryType.Wearable && (item.Flags & 0xf) == 0 && (itemUpd.Flags & 0xf) != 0)
|
|
{
|
|
item.Flags = (uint)(item.Flags & 0xfffffff0) | (itemUpd.Flags & 0xf);
|
|
sendUpdate = true;
|
|
}
|
|
|
|
InventoryService.UpdateItem(item);
|
|
}
|
|
|
|
if (UUID.Zero != transactionID)
|
|
{
|
|
if (AgentTransactionsModule != null)
|
|
{
|
|
AgentTransactionsModule.HandleItemUpdateFromTransaction(remoteClient, transactionID, item);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// This MAY be problematic, if it is, another solution
|
|
// needs to be found. If inventory item flags are updated
|
|
// the viewer's notion of the item needs to be refreshed.
|
|
//
|
|
// In other situations we cannot send out a bulk update here, since this will cause editing of clothing to start
|
|
// failing frequently. Possibly this is a race with a separate transaction that uploads the asset.
|
|
if (sendUpdate)
|
|
remoteClient.SendBulkUpdateInventory(item);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
m_log.ErrorFormat(
|
|
"[AGENTINVENTORY]: Item id {0} not found for an inventory item update for {1}.",
|
|
itemID, remoteClient.Name);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Give an inventory item from one user to another
|
|
/// </summary>
|
|
/// <param name="recipientClient"></param>
|
|
/// <param name="senderId">ID of the sender of the item</param>
|
|
/// <param name="itemId"></param>
|
|
public virtual void GiveInventoryItem(IClientAPI recipientClient, UUID senderId, UUID itemId, out string message)
|
|
{
|
|
InventoryItemBase itemCopy = GiveInventoryItem(recipientClient.AgentId, senderId, itemId, out message);
|
|
|
|
if (itemCopy != null)
|
|
recipientClient.SendBulkUpdateInventory(itemCopy);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Give an inventory item from one user to another
|
|
/// </summary>
|
|
/// <param name="recipient"></param>
|
|
/// <param name="senderId">ID of the sender of the item</param>
|
|
/// <param name="itemId"></param>
|
|
/// <returns>The inventory item copy given, null if the give was unsuccessful</returns>
|
|
public virtual InventoryItemBase GiveInventoryItem(UUID recipient, UUID senderId, UUID itemId, out string message)
|
|
{
|
|
return GiveInventoryItem(recipient, senderId, itemId, UUID.Zero, out message);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Give an inventory item from one user to another
|
|
/// </summary>
|
|
/// <param name="recipient"></param>
|
|
/// <param name="senderId">ID of the sender of the item</param>
|
|
/// <param name="itemId"></param>
|
|
/// <param name="recipientFolderId">
|
|
/// The id of the folder in which the copy item should go. If UUID.Zero then the item is placed in the most
|
|
/// appropriate default folder.
|
|
/// </param>
|
|
/// <returns>
|
|
/// The inventory item copy given, null if the give was unsuccessful
|
|
/// </returns>
|
|
public virtual InventoryItemBase GiveInventoryItem(
|
|
UUID recipient, UUID senderId, UUID itemId, UUID recipientFolderId, out string message)
|
|
{
|
|
//Console.WriteLine("Scene.Inventory.cs: GiveInventoryItem");
|
|
|
|
if (!Permissions.CanTransferUserInventory(itemId, senderId, recipient))
|
|
{
|
|
message = "Not allowed to transfer this item.";
|
|
return null;
|
|
}
|
|
|
|
InventoryItemBase item = new InventoryItemBase(itemId, senderId);
|
|
item = InventoryService.GetItem(item);
|
|
|
|
if (item == null)
|
|
{
|
|
m_log.WarnFormat(
|
|
"[AGENT INVENTORY]: Failed to find item {0} sent by {1} to {2}", itemId, senderId, recipient);
|
|
message = string.Format("Item not found: {0}.", itemId);
|
|
return null;
|
|
}
|
|
|
|
if (item.Owner != senderId)
|
|
{
|
|
m_log.WarnFormat(
|
|
"[AGENT INVENTORY]: Attempt to send item {0} {1} to {2} failed because sender {3} did not match item owner {4}",
|
|
item.Name, item.ID, recipient, senderId, item.Owner);
|
|
message = "Sender did not match item owner.";
|
|
return null;
|
|
}
|
|
|
|
IUserManagement uman = RequestModuleInterface<IUserManagement>();
|
|
if (uman != null)
|
|
uman.AddUser(item.CreatorIdAsUuid, item.CreatorData);
|
|
|
|
if (!Permissions.BypassPermissions())
|
|
{
|
|
if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
|
|
{
|
|
message = "Item doesn't have the Transfer permission.";
|
|
return null;
|
|
}
|
|
}
|
|
|
|
// Insert a copy of the item into the recipient
|
|
InventoryItemBase itemCopy = new InventoryItemBase();
|
|
itemCopy.Owner = recipient;
|
|
itemCopy.CreatorId = item.CreatorId;
|
|
itemCopy.CreatorData = item.CreatorData;
|
|
itemCopy.ID = UUID.Random();
|
|
itemCopy.AssetID = item.AssetID;
|
|
itemCopy.Description = item.Description;
|
|
itemCopy.Name = item.Name;
|
|
itemCopy.AssetType = item.AssetType;
|
|
itemCopy.InvType = item.InvType;
|
|
itemCopy.Folder = recipientFolderId;
|
|
|
|
if (Permissions.PropagatePermissions() && recipient != senderId)
|
|
{
|
|
// Trying to do this right this time. This is evil. If
|
|
// you believe in Good, go elsewhere. Vampires and other
|
|
// evil creatores only beyond this point. You have been
|
|
// warned.
|
|
|
|
// We're going to mask a lot of things by the next perms
|
|
// Tweak the next perms to be nicer to our data
|
|
//
|
|
// In this mask, all the bits we do NOT want to mess
|
|
// with are set. These are:
|
|
//
|
|
// Transfer
|
|
// Copy
|
|
// Modufy
|
|
uint permsMask = ~ ((uint)PermissionMask.Copy |
|
|
(uint)PermissionMask.Transfer |
|
|
(uint)PermissionMask.Modify);
|
|
|
|
// Now, reduce the next perms to the mask bits
|
|
// relevant to the operation
|
|
uint nextPerms = permsMask | (item.NextPermissions &
|
|
((uint)PermissionMask.Copy |
|
|
(uint)PermissionMask.Transfer |
|
|
(uint)PermissionMask.Modify));
|
|
|
|
// nextPerms now has all bits set, except for the actual
|
|
// next permission bits.
|
|
|
|
// This checks for no mod, no copy, no trans.
|
|
// This indicates an error or messed up item. Do it like
|
|
// SL and assume trans
|
|
if (nextPerms == permsMask)
|
|
nextPerms |= (uint)PermissionMask.Transfer;
|
|
|
|
// Inventory owner perms are the logical AND of the
|
|
// folded perms and the root prim perms, however, if
|
|
// the root prim is mod, the inventory perms will be
|
|
// mod. This happens on "take" and is of little concern
|
|
// here, save for preventing escalation
|
|
|
|
// This hack ensures that items previously permalocked
|
|
// get unlocked when they're passed or rezzed
|
|
uint basePerms = item.BasePermissions |
|
|
(uint)PermissionMask.Move;
|
|
uint ownerPerms = item.CurrentPermissions;
|
|
|
|
// If this is an object, root prim perms may be more
|
|
// permissive than folded perms. Use folded perms as
|
|
// a mask
|
|
if (item.InvType == (int)InventoryType.Object)
|
|
{
|
|
bool isRootMod = (item.CurrentPermissions &
|
|
(uint)PermissionMask.Modify) != 0 ?
|
|
true : false;
|
|
|
|
// Mask the owner perms to the folded perms
|
|
PermissionsUtil.ApplyFoldedPermissions(item.CurrentPermissions, ref ownerPerms);
|
|
PermissionsUtil.ApplyFoldedPermissions(item.CurrentPermissions, ref basePerms);
|
|
|
|
// If the root was mod, let the mask reflect that
|
|
// We also need to adjust the base here, because
|
|
// we should be able to edit in-inventory perms
|
|
// for the root prim, if it's mod.
|
|
if (isRootMod)
|
|
{
|
|
ownerPerms |= (uint)PermissionMask.Modify;
|
|
basePerms |= (uint)PermissionMask.Modify;
|
|
}
|
|
}
|
|
|
|
// These will be applied to the root prim at next rez.
|
|
// The slam bit (bit 3) and folded permission (bits 0-2)
|
|
// are preserved due to the above mangling
|
|
ownerPerms &= nextPerms;
|
|
|
|
// Mask the base permissions. This is a conservative
|
|
// approach altering only the three main perms
|
|
basePerms &= nextPerms;
|
|
|
|
// Assign to the actual item. Make sure the slam bit is
|
|
// set, if it wasn't set before.
|
|
itemCopy.BasePermissions = basePerms;
|
|
itemCopy.CurrentPermissions = ownerPerms;
|
|
itemCopy.Flags |= (uint)InventoryItemFlags.ObjectSlamPerm;
|
|
|
|
itemCopy.NextPermissions = item.NextPermissions;
|
|
|
|
// This preserves "everyone can move"
|
|
itemCopy.EveryOnePermissions = item.EveryOnePermissions &
|
|
nextPerms;
|
|
|
|
// Intentionally killing "share with group" here, as
|
|
// the recipient will not have the group this is
|
|
// set to
|
|
itemCopy.GroupPermissions = 0;
|
|
}
|
|
else
|
|
{
|
|
itemCopy.CurrentPermissions = item.CurrentPermissions;
|
|
itemCopy.NextPermissions = item.NextPermissions;
|
|
itemCopy.EveryOnePermissions = item.EveryOnePermissions & item.NextPermissions;
|
|
itemCopy.GroupPermissions = item.GroupPermissions & item.NextPermissions;
|
|
itemCopy.BasePermissions = item.BasePermissions;
|
|
}
|
|
|
|
if (itemCopy.Folder == UUID.Zero)
|
|
{
|
|
InventoryFolderBase folder = InventoryService.GetFolderForType(recipient, (AssetType)itemCopy.AssetType);
|
|
|
|
if (folder != null)
|
|
{
|
|
itemCopy.Folder = folder.ID;
|
|
}
|
|
else
|
|
{
|
|
InventoryFolderBase root = InventoryService.GetRootFolder(recipient);
|
|
|
|
if (root != null)
|
|
{
|
|
itemCopy.Folder = root.ID;
|
|
}
|
|
else
|
|
{
|
|
message = "Can't find a folder to add the item to.";
|
|
return null;
|
|
}
|
|
}
|
|
}
|
|
|
|
itemCopy.GroupID = UUID.Zero;
|
|
itemCopy.GroupOwned = false;
|
|
itemCopy.Flags = item.Flags;
|
|
itemCopy.SalePrice = item.SalePrice;
|
|
itemCopy.SaleType = item.SaleType;
|
|
|
|
IInventoryAccessModule invAccess = RequestModuleInterface<IInventoryAccessModule>();
|
|
if (invAccess != null)
|
|
invAccess.TransferInventoryAssets(itemCopy, senderId, recipient);
|
|
AddInventoryItem(itemCopy, false);
|
|
|
|
if (!Permissions.BypassPermissions())
|
|
{
|
|
if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
|
|
{
|
|
List<UUID> items = new List<UUID>();
|
|
items.Add(itemId);
|
|
InventoryService.DeleteItems(senderId, items);
|
|
}
|
|
}
|
|
|
|
message = null;
|
|
return itemCopy;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Give an entire inventory folder from one user to another. The entire contents (including all descendent
|
|
/// folders) is given.
|
|
/// </summary>
|
|
/// <param name="recipientId"></param>
|
|
/// <param name="senderId">ID of the sender of the item</param>
|
|
/// <param name="folderId"></param>
|
|
/// <param name="recipientParentFolderId">
|
|
/// The id of the receipient folder in which the send folder should be placed. If UUID.Zero then the
|
|
/// recipient folder is the root folder
|
|
/// </param>
|
|
/// <returns>
|
|
/// The inventory folder copy given, null if the copy was unsuccessful
|
|
/// </returns>
|
|
public virtual InventoryFolderBase GiveInventoryFolder(IClientAPI client,
|
|
UUID recipientId, UUID senderId, UUID folderId, UUID recipientParentFolderId)
|
|
{
|
|
//// Retrieve the folder from the sender
|
|
InventoryFolderBase folder = InventoryService.GetFolder(new InventoryFolderBase(folderId));
|
|
if (null == folder)
|
|
{
|
|
m_log.ErrorFormat(
|
|
"[AGENT INVENTORY]: Could not find inventory folder {0} to give", folderId);
|
|
|
|
return null;
|
|
}
|
|
|
|
if (recipientParentFolderId == UUID.Zero)
|
|
{
|
|
InventoryFolderBase recipientRootFolder = InventoryService.GetRootFolder(recipientId);
|
|
if (recipientRootFolder != null)
|
|
recipientParentFolderId = recipientRootFolder.ID;
|
|
else
|
|
{
|
|
m_log.WarnFormat("[AGENT INVENTORY]: Unable to find root folder for receiving agent");
|
|
return null;
|
|
}
|
|
}
|
|
|
|
UUID newFolderId = UUID.Random();
|
|
InventoryFolderBase newFolder
|
|
= new InventoryFolderBase(
|
|
newFolderId, folder.Name, recipientId, folder.Type, recipientParentFolderId, folder.Version);
|
|
InventoryService.AddFolder(newFolder);
|
|
|
|
// Give all the subfolders
|
|
InventoryCollection contents = InventoryService.GetFolderContent(senderId, folderId);
|
|
foreach (InventoryFolderBase childFolder in contents.Folders)
|
|
{
|
|
GiveInventoryFolder(client, recipientId, senderId, childFolder.ID, newFolder.ID);
|
|
}
|
|
|
|
// Give all the items
|
|
foreach (InventoryItemBase item in contents.Items)
|
|
{
|
|
string message;
|
|
if (GiveInventoryItem(recipientId, senderId, item.ID, newFolder.ID, out message) == null)
|
|
{
|
|
if (client != null)
|
|
client.SendAgentAlertMessage(message, false);
|
|
}
|
|
}
|
|
|
|
return newFolder;
|
|
}
|
|
|
|
public void CopyInventoryItem(IClientAPI remoteClient, uint callbackID, UUID oldAgentID, UUID oldItemID,
|
|
UUID newFolderID, string newName)
|
|
{
|
|
m_log.DebugFormat(
|
|
"[AGENT INVENTORY]: CopyInventoryItem received by {0} with oldAgentID {1}, oldItemID {2}, new FolderID {3}, newName {4}",
|
|
remoteClient.AgentId, oldAgentID, oldItemID, newFolderID, newName);
|
|
|
|
InventoryItemBase item = null;
|
|
if (LibraryService != null && LibraryService.LibraryRootFolder != null)
|
|
item = LibraryService.LibraryRootFolder.FindItem(oldItemID);
|
|
|
|
if (item == null)
|
|
{
|
|
item = new InventoryItemBase(oldItemID, remoteClient.AgentId);
|
|
item = InventoryService.GetItem(item);
|
|
|
|
if (item == null)
|
|
{
|
|
m_log.Error("[AGENT INVENTORY]: Failed to find item " + oldItemID.ToString());
|
|
return;
|
|
}
|
|
|
|
if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
|
|
return;
|
|
}
|
|
|
|
if (newName == String.Empty)
|
|
newName = item.Name;
|
|
|
|
if (remoteClient.AgentId == oldAgentID
|
|
|| (LibraryService != null
|
|
&& LibraryService.LibraryRootFolder != null
|
|
&& oldAgentID == LibraryService.LibraryRootFolder.Owner))
|
|
{
|
|
CreateNewInventoryItem(
|
|
remoteClient, item.CreatorId, item.CreatorData, newFolderID,
|
|
newName, item.Description, item.Flags, callbackID, item.AssetID, (sbyte)item.AssetType, (sbyte)item.InvType,
|
|
item.BasePermissions, item.CurrentPermissions, item.EveryOnePermissions,
|
|
item.NextPermissions, item.GroupPermissions, Util.UnixTimeSinceEpoch(), false);
|
|
}
|
|
else
|
|
{
|
|
// If item is transfer or permissions are off or calling agent is allowed to copy item owner's inventory item.
|
|
if (((item.CurrentPermissions & (uint)PermissionMask.Transfer) != 0)
|
|
&& (m_permissions.BypassPermissions()
|
|
|| m_permissions.CanCopyUserInventory(remoteClient.AgentId, oldItemID)))
|
|
{
|
|
CreateNewInventoryItem(
|
|
remoteClient, item.CreatorId, item.CreatorData, newFolderID, newName, item.Description, item.Flags, callbackID,
|
|
item.AssetID, (sbyte)item.AssetType, (sbyte) item.InvType,
|
|
item.NextPermissions, item.NextPermissions, item.EveryOnePermissions & item.NextPermissions,
|
|
item.NextPermissions, item.GroupPermissions, Util.UnixTimeSinceEpoch(), false);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Create a new asset data structure.
|
|
/// </summary>
|
|
public AssetBase CreateAsset(string name, string description, sbyte assetType, byte[] data, UUID creatorID)
|
|
{
|
|
AssetBase asset = new AssetBase(UUID.Random(), name, assetType, creatorID.ToString());
|
|
asset.Description = description;
|
|
asset.Data = (data == null) ? new byte[1] : data;
|
|
|
|
return asset;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Move an item within the agent's inventory.
|
|
/// </summary>
|
|
/// <param name="remoteClient"></param>
|
|
/// <param name="folderID"></param>
|
|
/// <param name="itemID"></param>
|
|
/// <param name="length"></param>
|
|
/// <param name="newName"></param>
|
|
public void MoveInventoryItem(IClientAPI remoteClient, List<InventoryItemBase> items)
|
|
{
|
|
m_log.DebugFormat(
|
|
"[AGENT INVENTORY]: Moving {0} items for user {1}", items.Count, remoteClient.AgentId);
|
|
|
|
if (!InventoryService.MoveItems(remoteClient.AgentId, items))
|
|
m_log.Warn("[AGENT INVENTORY]: Failed to move items for user " + remoteClient.AgentId);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Create a new inventory item.
|
|
/// </summary>
|
|
/// <param name="remoteClient">Client creating this inventory item.</param>
|
|
/// <param name="creatorID"></param>
|
|
/// <param name="creatorData"></param>
|
|
/// <param name="folderID">UUID of folder in which this item should be placed.</param>
|
|
/// <param name="name">Item name.</para>
|
|
/// <param name="description">Item description.</param>
|
|
/// <param name="flags">Item flags</param>
|
|
/// <param name="callbackID">Generated by the client.</para>
|
|
/// <param name="asset">Asset to which this item refers.</param>
|
|
/// <param name="invType">Type of inventory item.</param>
|
|
/// <param name="nextOwnerMask">Next owner pemrissions mask.</param>
|
|
/// <param name="creationDate">Unix timestamp at which this item was created.</param>
|
|
public void CreateNewInventoryItem(
|
|
IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID,
|
|
string name, string description, uint flags, uint callbackID,
|
|
UUID assetID, sbyte assetType, sbyte invType, uint nextOwnerMask, int creationDate)
|
|
{
|
|
CreateNewInventoryItem(
|
|
remoteClient, creatorID, creatorData, folderID, name, description, flags, callbackID, assetID, assetType, invType,
|
|
(uint)PermissionMask.All | (uint)PermissionMask.Export, (uint)PermissionMask.All | (uint)PermissionMask.Export, 0, nextOwnerMask, 0,
|
|
creationDate, true);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Create a new Inventory Item
|
|
/// </summary>
|
|
/// <param name="remoteClient">Client creating this inventory item.</param>
|
|
/// <param name="creatorID"></param>
|
|
/// <param name="creatorData"></param>
|
|
/// <param name="folderID">UUID of folder in which this item should be placed.</param>
|
|
/// <param name="name">Item name.</para>
|
|
/// <param name="description">Item description.</param>
|
|
/// <param name="flags">Item flags</param>
|
|
/// <param name="callbackID">Generated by the client.</para>
|
|
/// <param name="asset">Asset to which this item refers.</param>
|
|
/// <param name="invType">Type of inventory item.</param>
|
|
/// <param name="baseMask">Base permissions mask.</param>
|
|
/// <param name="currentMask">Current permissions mask.</param>
|
|
/// <param name="everyoneMask">Everyone permissions mask.</param>
|
|
/// <param name="nextOwnerMask">Next owner pemrissions mask.</param>
|
|
/// <param name="groupMask">Group permissions mask.</param>
|
|
/// <param name="creationDate">Unix timestamp at which this item was created.</param>
|
|
private void CreateNewInventoryItem(
|
|
IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID,
|
|
string name, string description, uint flags, uint callbackID, UUID assetID, sbyte assetType, sbyte invType,
|
|
uint baseMask, uint currentMask, uint everyoneMask, uint nextOwnerMask, uint groupMask, int creationDate,
|
|
bool assetUpload)
|
|
{
|
|
InventoryItemBase item = new InventoryItemBase();
|
|
item.Owner = remoteClient.AgentId;
|
|
item.CreatorId = creatorID;
|
|
item.CreatorData = creatorData;
|
|
item.ID = UUID.Random();
|
|
item.AssetID = assetID;
|
|
item.Name = name;
|
|
item.Description = description;
|
|
item.Flags = flags;
|
|
item.AssetType = assetType;
|
|
item.InvType = invType;
|
|
item.Folder = folderID;
|
|
item.CurrentPermissions = currentMask;
|
|
item.NextPermissions = nextOwnerMask;
|
|
item.EveryOnePermissions = everyoneMask;
|
|
item.GroupPermissions = groupMask;
|
|
item.BasePermissions = baseMask;
|
|
item.CreationDate = creationDate;
|
|
|
|
if (AddInventoryItem(item, assetUpload))
|
|
{
|
|
remoteClient.SendInventoryItemCreateUpdate(item, callbackID);
|
|
}
|
|
else
|
|
{
|
|
m_dialogModule.SendAlertToUser(remoteClient, "Failed to create item");
|
|
m_log.WarnFormat(
|
|
"Failed to add item for {0} in CreateNewInventoryItem!",
|
|
remoteClient.Name);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Link an inventory item to an existing item.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// The linkee item id is placed in the asset id slot. This appears to be what the viewer expects when
|
|
/// it receives inventory information.
|
|
/// </remarks>
|
|
/// <param name="remoteClient"></param>
|
|
/// <param name="transActionID"></param>
|
|
/// <param name="folderID"></param>
|
|
/// <param name="callbackID"></param>
|
|
/// <param name="description"></param>
|
|
/// <param name="name"></param>
|
|
/// <param name="invType"></param>
|
|
/// <param name="type">/param>
|
|
/// <param name="olditemID"></param>
|
|
private void HandleLinkInventoryItem(IClientAPI remoteClient, UUID transActionID, UUID folderID,
|
|
uint callbackID, string description, string name,
|
|
sbyte invType, sbyte type, UUID olditemID)
|
|
{
|
|
// m_log.DebugFormat(
|
|
// "[AGENT INVENTORY]: Received request from {0} to create inventory item link {1} in folder {2} pointing to {3}, assetType {4}, inventoryType {5}",
|
|
// remoteClient.Name, name, folderID, olditemID, (AssetType)type, (InventoryType)invType);
|
|
|
|
if (!Permissions.CanCreateUserInventory(invType, remoteClient.AgentId))
|
|
return;
|
|
|
|
ScenePresence presence;
|
|
if (TryGetScenePresence(remoteClient.AgentId, out presence))
|
|
{
|
|
// Disabled the check for duplicate links.
|
|
//
|
|
// When outfits are being adjusted, the viewer rapidly sends delete link messages followed by
|
|
// create links. However, since these are handled asynchronously, the deletes do not complete before
|
|
// the creates are handled. Therefore, we cannot enforce a duplicate link check.
|
|
// InventoryItemBase existingLink = null;
|
|
// List<InventoryItemBase> existingItems = InventoryService.GetFolderItems(remoteClient.AgentId, folderID);
|
|
// foreach (InventoryItemBase item in existingItems)
|
|
// if (item.AssetID == olditemID)
|
|
// existingLink = item;
|
|
//
|
|
// if (existingLink != null)
|
|
// {
|
|
// m_log.WarnFormat(
|
|
// "[AGENT INVENTORY]: Ignoring request from {0} to create item link {1} in folder {2} pointing to {3} since a link named {4} with id {5} already exists",
|
|
// remoteClient.Name, name, folderID, olditemID, existingLink.Name, existingLink.ID);
|
|
//
|
|
// return;
|
|
// }
|
|
|
|
CreateNewInventoryItem(
|
|
remoteClient, remoteClient.AgentId.ToString(), string.Empty, folderID,
|
|
name, description, 0, callbackID, olditemID, type, invType,
|
|
(uint)PermissionMask.All | (uint)PermissionMask.Export, (uint)PermissionMask.All | (uint)PermissionMask.Export, (uint)PermissionMask.All,
|
|
(uint)PermissionMask.All | (uint)PermissionMask.Export, (uint)PermissionMask.All | (uint)PermissionMask.Export, Util.UnixTimeSinceEpoch(),
|
|
false);
|
|
}
|
|
else
|
|
{
|
|
m_log.ErrorFormat(
|
|
"ScenePresence for agent uuid {0} unexpectedly not found in HandleLinkInventoryItem",
|
|
remoteClient.AgentId);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Remove an inventory item for the client's inventory
|
|
/// </summary>
|
|
/// <param name="remoteClient"></param>
|
|
/// <param name="itemID"></param>
|
|
private void RemoveInventoryItem(IClientAPI remoteClient, List<UUID> itemIDs)
|
|
{
|
|
// m_log.DebugFormat(
|
|
// "[AGENT INVENTORY]: Removing inventory items {0} for {1}",
|
|
// string.Join(",", itemIDs.ConvertAll<string>(uuid => uuid.ToString()).ToArray()),
|
|
// remoteClient.Name);
|
|
|
|
InventoryService.DeleteItems(remoteClient.AgentId, itemIDs);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Removes an inventory folder. This packet is sent when the user
|
|
/// right-clicks a folder that's already in trash and chooses "purge"
|
|
/// </summary>
|
|
/// <param name="remoteClient"></param>
|
|
/// <param name="folderID"></param>
|
|
private void RemoveInventoryFolder(IClientAPI remoteClient, List<UUID> folderIDs)
|
|
{
|
|
m_log.DebugFormat("[SCENE INVENTORY]: RemoveInventoryFolders count {0}", folderIDs.Count);
|
|
InventoryService.DeleteFolders(remoteClient.AgentId, folderIDs);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Send the details of a prim's inventory to the client.
|
|
/// </summary>
|
|
/// <param name="remoteClient"></param>
|
|
/// <param name="primLocalID"></param>
|
|
public void RequestTaskInventory(IClientAPI remoteClient, uint primLocalID)
|
|
{
|
|
SceneObjectPart part = GetSceneObjectPart(primLocalID);
|
|
if (part == null)
|
|
return;
|
|
|
|
if (XferManager != null)
|
|
part.Inventory.RequestInventoryFile(remoteClient, XferManager);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Remove an item from a prim (task) inventory
|
|
/// </summary>
|
|
/// <param name="remoteClient">Unused at the moment but retained since the avatar ID might
|
|
/// be necessary for a permissions check at some stage.</param>
|
|
/// <param name="itemID"></param>
|
|
/// <param name="localID"></param>
|
|
public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID)
|
|
{
|
|
SceneObjectPart part = GetSceneObjectPart(localID);
|
|
SceneObjectGroup group = null;
|
|
if (part != null)
|
|
{
|
|
group = part.ParentGroup;
|
|
}
|
|
if (part != null && group != null)
|
|
{
|
|
if (!Permissions.CanEditObjectInventory(part.UUID, remoteClient.AgentId))
|
|
return;
|
|
|
|
TaskInventoryItem item = group.GetInventoryItem(localID, itemID);
|
|
if (item == null)
|
|
return;
|
|
|
|
InventoryFolderBase destFolder = InventoryService.GetFolderForType(remoteClient.AgentId, AssetType.TrashFolder);
|
|
|
|
// Move the item to trash. If this is a copyable item, only
|
|
// a copy will be moved and we will still need to delete
|
|
// the item from the prim. If it was no copy, it will be
|
|
// deleted by this method.
|
|
string message;
|
|
InventoryItemBase item2 = MoveTaskInventoryItem(remoteClient, destFolder.ID, part, itemID, out message);
|
|
|
|
if (item2 == null)
|
|
{
|
|
m_log.WarnFormat("[SCENE INVENTORY]: RemoveTaskInventory of item {0} failed: {1}", itemID, message);
|
|
remoteClient.SendAgentAlertMessage(message, false);
|
|
return;
|
|
}
|
|
|
|
if (group.GetInventoryItem(localID, itemID) != null)
|
|
{
|
|
if (item.Type == 10)
|
|
{
|
|
part.RemoveScriptEvents(itemID);
|
|
EventManager.TriggerRemoveScript(localID, itemID);
|
|
}
|
|
|
|
group.RemoveInventoryItem(localID, itemID);
|
|
}
|
|
|
|
part.SendPropertiesToClient(remoteClient);
|
|
}
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Creates (in memory only) a user inventory item that will contain a copy of a task inventory item.
|
|
/// </summary>
|
|
private InventoryItemBase CreateAgentInventoryItemFromTask(UUID destAgent, SceneObjectPart part, UUID itemId, out string message)
|
|
{
|
|
TaskInventoryItem taskItem = part.Inventory.GetInventoryItem(itemId);
|
|
|
|
if (null == taskItem)
|
|
{
|
|
m_log.ErrorFormat(
|
|
"[PRIM INVENTORY]: Tried to retrieve item ID {0} from prim {1}, {2} for creating an avatar"
|
|
+ " inventory item from a prim's inventory item "
|
|
+ " but the required item does not exist in the prim's inventory",
|
|
itemId, part.Name, part.UUID);
|
|
message = "Item not found: " + itemId;
|
|
return null;
|
|
}
|
|
|
|
if ((destAgent != taskItem.OwnerID) && ((taskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0))
|
|
{
|
|
message = "Item doesn't have the Transfer permission.";
|
|
return null;
|
|
}
|
|
|
|
InventoryItemBase agentItem = new InventoryItemBase();
|
|
|
|
agentItem.ID = UUID.Random();
|
|
agentItem.CreatorId = taskItem.CreatorID.ToString();
|
|
agentItem.CreatorData = taskItem.CreatorData;
|
|
agentItem.Owner = destAgent;
|
|
agentItem.AssetID = taskItem.AssetID;
|
|
agentItem.Description = taskItem.Description;
|
|
agentItem.Name = taskItem.Name;
|
|
agentItem.AssetType = taskItem.Type;
|
|
agentItem.InvType = taskItem.InvType;
|
|
agentItem.Flags = taskItem.Flags;
|
|
|
|
if ((part.OwnerID != destAgent) && Permissions.PropagatePermissions())
|
|
{
|
|
agentItem.BasePermissions = taskItem.BasePermissions & (taskItem.NextPermissions | (uint)PermissionMask.Move);
|
|
if (taskItem.InvType == (int)InventoryType.Object)
|
|
{
|
|
uint perms = taskItem.CurrentPermissions;
|
|
PermissionsUtil.ApplyFoldedPermissions(taskItem.CurrentPermissions, ref perms);
|
|
agentItem.BasePermissions = perms | (uint)PermissionMask.Move;
|
|
agentItem.CurrentPermissions = agentItem.BasePermissions;
|
|
}
|
|
else
|
|
{
|
|
agentItem.CurrentPermissions = agentItem.BasePermissions & taskItem.CurrentPermissions;
|
|
}
|
|
|
|
agentItem.Flags |= (uint)InventoryItemFlags.ObjectSlamPerm;
|
|
agentItem.NextPermissions = taskItem.NextPermissions;
|
|
agentItem.EveryOnePermissions = taskItem.EveryonePermissions & (taskItem.NextPermissions | (uint)PermissionMask.Move);
|
|
agentItem.GroupPermissions = taskItem.GroupPermissions & taskItem.NextPermissions;
|
|
}
|
|
else
|
|
{
|
|
agentItem.BasePermissions = taskItem.BasePermissions;
|
|
agentItem.CurrentPermissions = taskItem.CurrentPermissions;
|
|
agentItem.NextPermissions = taskItem.NextPermissions;
|
|
agentItem.EveryOnePermissions = taskItem.EveryonePermissions;
|
|
agentItem.GroupPermissions = taskItem.GroupPermissions;
|
|
}
|
|
|
|
message = null;
|
|
return agentItem;
|
|
}
|
|
|
|
/// <summary>
|
|
/// If the task item is not-copyable then remove it from the prim.
|
|
/// </summary>
|
|
private void RemoveNonCopyTaskItemFromPrim(SceneObjectPart part, UUID itemId)
|
|
{
|
|
TaskInventoryItem taskItem = part.Inventory.GetInventoryItem(itemId);
|
|
if (taskItem == null)
|
|
return;
|
|
|
|
if (!Permissions.BypassPermissions())
|
|
{
|
|
if ((taskItem.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
|
|
{
|
|
if (taskItem.Type == (int)AssetType.LSLText)
|
|
{
|
|
part.RemoveScriptEvents(itemId);
|
|
EventManager.TriggerRemoveScript(part.LocalId, itemId);
|
|
}
|
|
|
|
part.Inventory.RemoveInventoryItem(itemId);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Move the given item in the given prim to a folder in the client's inventory
|
|
/// </summary>
|
|
/// <param name="remoteClient"></param>
|
|
/// <param name="folderID"></param>
|
|
/// <param name="part"></param>
|
|
/// <param name="itemID"></param>
|
|
public InventoryItemBase MoveTaskInventoryItem(IClientAPI remoteClient, UUID folderId, SceneObjectPart part, UUID itemId, out string message)
|
|
{
|
|
m_log.DebugFormat(
|
|
"[PRIM INVENTORY]: Adding item {0} from {1} to folder {2} for {3}",
|
|
itemId, part.Name, folderId, remoteClient.Name);
|
|
|
|
InventoryItemBase agentItem = CreateAgentInventoryItemFromTask(remoteClient.AgentId, part, itemId, out message);
|
|
if (agentItem == null)
|
|
return null;
|
|
|
|
agentItem.Folder = folderId;
|
|
AddInventoryItem(remoteClient, agentItem);
|
|
|
|
RemoveNonCopyTaskItemFromPrim(part, itemId);
|
|
|
|
message = null;
|
|
return agentItem;
|
|
}
|
|
|
|
/// <summary>
|
|
/// <see>ClientMoveTaskInventoryItem</see>
|
|
/// </summary>
|
|
/// <param name="remoteClient"></param>
|
|
/// <param name="folderID"></param>
|
|
/// <param name="primLocalID"></param>
|
|
/// <param name="itemID"></param>
|
|
public void ClientMoveTaskInventoryItem(IClientAPI remoteClient, UUID folderId, uint primLocalId, UUID itemId)
|
|
{
|
|
SceneObjectPart part = GetSceneObjectPart(primLocalId);
|
|
|
|
if (null == part)
|
|
{
|
|
m_log.WarnFormat(
|
|
"[PRIM INVENTORY]: " +
|
|
"Move of inventory item {0} from prim with local id {1} failed because the prim could not be found",
|
|
itemId, primLocalId);
|
|
|
|
return;
|
|
}
|
|
|
|
TaskInventoryItem taskItem = part.Inventory.GetInventoryItem(itemId);
|
|
|
|
if (null == taskItem)
|
|
{
|
|
m_log.WarnFormat("[PRIM INVENTORY]: Move of inventory item {0} from prim with local id {1} failed"
|
|
+ " because the inventory item could not be found",
|
|
itemId, primLocalId);
|
|
|
|
return;
|
|
}
|
|
|
|
if ((taskItem.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
|
|
{
|
|
// If the item to be moved is no copy, we need to be able to
|
|
// edit the prim.
|
|
if (!Permissions.CanEditObjectInventory(part.UUID, remoteClient.AgentId))
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
// If the item is copiable, then we just need to have perms
|
|
// on it. The delete check is a pure rights check
|
|
if (!Permissions.CanDeleteObject(part.UUID, remoteClient.AgentId))
|
|
return;
|
|
}
|
|
|
|
string message;
|
|
InventoryItemBase item = MoveTaskInventoryItem(remoteClient, folderId, part, itemId, out message);
|
|
|
|
if (item == null)
|
|
remoteClient.SendAgentAlertMessage(message, false);
|
|
}
|
|
|
|
/// <summary>
|
|
/// <see>MoveTaskInventoryItem</see>
|
|
/// </summary>
|
|
/// <param name="remoteClient"></param>
|
|
/// <param name="folderID">
|
|
/// The user inventory folder to move (or copy) the item to. If null, then the most
|
|
/// suitable system folder is used (e.g. the Objects folder for objects). If there is no suitable folder, then
|
|
/// the item is placed in the user's root inventory folder
|
|
/// </param>
|
|
/// <param name="part"></param>
|
|
/// <param name="itemID"></param>
|
|
public InventoryItemBase MoveTaskInventoryItem(UUID avatarId, UUID folderId, SceneObjectPart part, UUID itemId, out string message)
|
|
{
|
|
ScenePresence avatar;
|
|
|
|
if (TryGetScenePresence(avatarId, out avatar))
|
|
{
|
|
return MoveTaskInventoryItem(avatar.ControllingClient, folderId, part, itemId, out message);
|
|
}
|
|
else
|
|
{
|
|
InventoryItemBase agentItem = CreateAgentInventoryItemFromTask(avatarId, part, itemId, out message);
|
|
|
|
if (agentItem == null)
|
|
return null;
|
|
|
|
agentItem.Folder = folderId;
|
|
|
|
AddInventoryItem(agentItem);
|
|
|
|
RemoveNonCopyTaskItemFromPrim(part, itemId);
|
|
|
|
return agentItem;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Copy a task (prim) inventory item to another task (prim)
|
|
/// </summary>
|
|
/// <param name="destId">ID of destination part</param>
|
|
/// <param name="part">Source part</param>
|
|
/// <param name="itemId">Source item id to transfer</param>
|
|
public void MoveTaskInventoryItem(UUID destId, SceneObjectPart part, UUID itemId)
|
|
{
|
|
TaskInventoryItem srcTaskItem = part.Inventory.GetInventoryItem(itemId);
|
|
|
|
if (srcTaskItem == null)
|
|
{
|
|
m_log.ErrorFormat(
|
|
"[PRIM INVENTORY]: Tried to retrieve item ID {0} from prim {1}, {2} for moving"
|
|
+ " but the item does not exist in this inventory",
|
|
itemId, part.Name, part.UUID);
|
|
|
|
return;
|
|
}
|
|
|
|
SceneObjectPart destPart = GetSceneObjectPart(destId);
|
|
|
|
if (destPart == null)
|
|
{
|
|
m_log.ErrorFormat(
|
|
"[PRIM INVENTORY]: " +
|
|
"Could not find prim for ID {0}",
|
|
destId);
|
|
return;
|
|
}
|
|
|
|
if (part.OwnerID != destPart.OwnerID)
|
|
{
|
|
// Source must have transfer permissions
|
|
if ((srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
|
|
return;
|
|
|
|
// Object cannot copy items to an object owned by a different owner
|
|
// unless llAllowInventoryDrop has been called on the destination
|
|
if ((destPart.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0)
|
|
return;
|
|
}
|
|
|
|
// must have both move and modify permission to put an item in an object
|
|
if ((part.OwnerMask & ((uint)PermissionMask.Move | (uint)PermissionMask.Modify)) == 0)
|
|
return;
|
|
|
|
TaskInventoryItem destTaskItem = new TaskInventoryItem();
|
|
|
|
destTaskItem.ItemID = UUID.Random();
|
|
destTaskItem.CreatorID = srcTaskItem.CreatorID;
|
|
destTaskItem.CreatorData = srcTaskItem.CreatorData;
|
|
destTaskItem.AssetID = srcTaskItem.AssetID;
|
|
destTaskItem.GroupID = destPart.GroupID;
|
|
destTaskItem.OwnerID = destPart.OwnerID;
|
|
destTaskItem.ParentID = destPart.UUID;
|
|
destTaskItem.ParentPartID = destPart.UUID;
|
|
|
|
destTaskItem.BasePermissions = srcTaskItem.BasePermissions;
|
|
destTaskItem.EveryonePermissions = srcTaskItem.EveryonePermissions;
|
|
destTaskItem.GroupPermissions = srcTaskItem.GroupPermissions;
|
|
destTaskItem.CurrentPermissions = srcTaskItem.CurrentPermissions;
|
|
destTaskItem.NextPermissions = srcTaskItem.NextPermissions;
|
|
destTaskItem.Flags = srcTaskItem.Flags;
|
|
|
|
if (destPart.OwnerID != part.OwnerID)
|
|
{
|
|
if (Permissions.PropagatePermissions())
|
|
{
|
|
destTaskItem.CurrentPermissions = srcTaskItem.CurrentPermissions &
|
|
(srcTaskItem.NextPermissions | (uint)PermissionMask.Move);
|
|
destTaskItem.GroupPermissions = srcTaskItem.GroupPermissions &
|
|
(srcTaskItem.NextPermissions | (uint)PermissionMask.Move);
|
|
destTaskItem.EveryonePermissions = srcTaskItem.EveryonePermissions &
|
|
(srcTaskItem.NextPermissions | (uint)PermissionMask.Move);
|
|
destTaskItem.BasePermissions = srcTaskItem.BasePermissions &
|
|
(srcTaskItem.NextPermissions | (uint)PermissionMask.Move);
|
|
destTaskItem.Flags |= (uint)InventoryItemFlags.ObjectSlamPerm;
|
|
}
|
|
}
|
|
|
|
destTaskItem.Description = srcTaskItem.Description;
|
|
destTaskItem.Name = srcTaskItem.Name;
|
|
destTaskItem.InvType = srcTaskItem.InvType;
|
|
destTaskItem.Type = srcTaskItem.Type;
|
|
|
|
destPart.Inventory.AddInventoryItem(destTaskItem, part.OwnerID != destPart.OwnerID);
|
|
|
|
if ((srcTaskItem.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
|
|
part.Inventory.RemoveInventoryItem(itemId);
|
|
|
|
ScenePresence avatar;
|
|
|
|
if (TryGetScenePresence(srcTaskItem.OwnerID, out avatar))
|
|
{
|
|
destPart.SendPropertiesToClient(avatar.ControllingClient);
|
|
}
|
|
}
|
|
|
|
public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items)
|
|
{
|
|
ScenePresence avatar;
|
|
IClientAPI remoteClient = null;
|
|
if (TryGetScenePresence(destID, out avatar))
|
|
remoteClient = avatar.ControllingClient;
|
|
|
|
InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID);
|
|
|
|
UUID newFolderID = UUID.Random();
|
|
|
|
InventoryFolderBase newFolder = new InventoryFolderBase(newFolderID, category, destID, -1, rootFolder.ID, rootFolder.Version);
|
|
InventoryService.AddFolder(newFolder);
|
|
|
|
foreach (UUID itemID in items)
|
|
{
|
|
string message;
|
|
InventoryItemBase agentItem = CreateAgentInventoryItemFromTask(destID, host, itemID, out message);
|
|
|
|
if (agentItem != null)
|
|
{
|
|
agentItem.Folder = newFolderID;
|
|
|
|
AddInventoryItem(agentItem);
|
|
|
|
RemoveNonCopyTaskItemFromPrim(host, itemID);
|
|
}
|
|
else
|
|
{
|
|
if (remoteClient != null)
|
|
remoteClient.SendAgentAlertMessage(message, false);
|
|
}
|
|
}
|
|
|
|
if (remoteClient != null)
|
|
{
|
|
SendInventoryUpdate(remoteClient, rootFolder, true, false);
|
|
SendInventoryUpdate(remoteClient, newFolder, false, true);
|
|
}
|
|
|
|
return newFolderID;
|
|
}
|
|
|
|
public void SendInventoryUpdate(IClientAPI client, InventoryFolderBase folder, bool fetchFolders, bool fetchItems)
|
|
{
|
|
if (folder == null)
|
|
return;
|
|
|
|
// TODO: This code for looking in the folder for the library should be folded somewhere else
|
|
// so that this class doesn't have to know the details (and so that multiple libraries, etc.
|
|
// can be handled transparently).
|
|
InventoryFolderImpl fold = null;
|
|
if (LibraryService != null && LibraryService.LibraryRootFolder != null)
|
|
{
|
|
if ((fold = LibraryService.LibraryRootFolder.FindFolder(folder.ID)) != null)
|
|
{
|
|
client.SendInventoryFolderDetails(
|
|
fold.Owner, folder.ID, fold.RequestListOfItems(),
|
|
fold.RequestListOfFolders(), fold.Version, fetchFolders, fetchItems);
|
|
return;
|
|
}
|
|
}
|
|
|
|
// Fetch the folder contents
|
|
InventoryCollection contents = InventoryService.GetFolderContent(client.AgentId, folder.ID);
|
|
|
|
// Fetch the folder itself to get its current version
|
|
InventoryFolderBase containingFolder = new InventoryFolderBase(folder.ID, client.AgentId);
|
|
containingFolder = InventoryService.GetFolder(containingFolder);
|
|
|
|
// m_log.DebugFormat("[AGENT INVENTORY]: Sending inventory folder contents ({0} nodes) for \"{1}\" to {2} {3}",
|
|
// contents.Folders.Count + contents.Items.Count, containingFolder.Name, client.FirstName, client.LastName);
|
|
|
|
if (containingFolder != null)
|
|
{
|
|
// If the folder requested contains links, then we need to send those folders first, otherwise the links
|
|
// will be broken in the viewer.
|
|
HashSet<UUID> linkedItemFolderIdsToSend = new HashSet<UUID>();
|
|
foreach (InventoryItemBase item in contents.Items)
|
|
{
|
|
if (item.AssetType == (int)AssetType.Link)
|
|
{
|
|
InventoryItemBase linkedItem = InventoryService.GetItem(new InventoryItemBase(item.AssetID));
|
|
|
|
// Take care of genuinely broken links where the target doesn't exist
|
|
// HACK: Also, don't follow up links that just point to other links. In theory this is legitimate,
|
|
// but no viewer has been observed to set these up and this is the lazy way of avoiding cycles
|
|
// rather than having to keep track of every folder requested in the recursion.
|
|
if (linkedItem != null && linkedItem.AssetType != (int)AssetType.Link)
|
|
{
|
|
// We don't need to send the folder if source and destination of the link are in the same
|
|
// folder.
|
|
if (linkedItem.Folder != containingFolder.ID)
|
|
linkedItemFolderIdsToSend.Add(linkedItem.Folder);
|
|
}
|
|
}
|
|
}
|
|
|
|
foreach (UUID linkedItemFolderId in linkedItemFolderIdsToSend)
|
|
SendInventoryUpdate(client, new InventoryFolderBase(linkedItemFolderId), false, true);
|
|
|
|
client.SendInventoryFolderDetails(
|
|
client.AgentId, folder.ID, contents.Items, contents.Folders,
|
|
containingFolder.Version, fetchFolders, fetchItems);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Update an item in a prim (task) inventory.
|
|
/// This method does not handle scripts, <see>RezScript(IClientAPI, UUID, unit)</see>
|
|
/// </summary>
|
|
/// <param name="remoteClient"></param>
|
|
/// <param name="transactionID"></param>
|
|
/// <param name="itemInfo"></param>
|
|
/// <param name="primLocalID"></param>
|
|
public void UpdateTaskInventory(IClientAPI remoteClient, UUID transactionID, TaskInventoryItem itemInfo,
|
|
uint primLocalID)
|
|
{
|
|
UUID itemID = itemInfo.ItemID;
|
|
|
|
// Find the prim we're dealing with
|
|
SceneObjectPart part = GetSceneObjectPart(primLocalID);
|
|
|
|
if (part != null)
|
|
{
|
|
TaskInventoryItem currentItem = part.Inventory.GetInventoryItem(itemID);
|
|
bool allowInventoryDrop = (part.GetEffectiveObjectFlags()
|
|
& (uint)PrimFlags.AllowInventoryDrop) != 0;
|
|
|
|
// Explicity allow anyone to add to the inventory if the
|
|
// AllowInventoryDrop flag has been set. Don't however let
|
|
// them update an item unless they pass the external checks
|
|
//
|
|
if (!Permissions.CanEditObjectInventory(part.UUID, remoteClient.AgentId)
|
|
&& (currentItem != null || !allowInventoryDrop))
|
|
return;
|
|
|
|
if (currentItem == null)
|
|
{
|
|
UUID copyID = UUID.Random();
|
|
if (itemID != UUID.Zero)
|
|
{
|
|
InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
|
|
item = InventoryService.GetItem(item);
|
|
|
|
// Try library
|
|
if (null == item && LibraryService != null && LibraryService.LibraryRootFolder != null)
|
|
{
|
|
item = LibraryService.LibraryRootFolder.FindItem(itemID);
|
|
}
|
|
|
|
// If we've found the item in the user's inventory or in the library
|
|
if (item != null)
|
|
{
|
|
part.ParentGroup.AddInventoryItem(remoteClient.AgentId, primLocalID, item, copyID);
|
|
m_log.InfoFormat(
|
|
"[PRIM INVENTORY]: Update with item {0} requested of prim {1} for {2}",
|
|
item.Name, primLocalID, remoteClient.Name);
|
|
part.SendPropertiesToClient(remoteClient);
|
|
if (!Permissions.BypassPermissions())
|
|
{
|
|
if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
|
|
{
|
|
List<UUID> uuids = new List<UUID>();
|
|
uuids.Add(itemID);
|
|
RemoveInventoryItem(remoteClient, uuids);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
m_log.ErrorFormat(
|
|
"[PRIM INVENTORY]: Could not find inventory item {0} to update for {1}!",
|
|
itemID, remoteClient.Name);
|
|
}
|
|
}
|
|
}
|
|
else // Updating existing item with new perms etc
|
|
{
|
|
// m_log.DebugFormat(
|
|
// "[PRIM INVENTORY]: Updating item {0} in {1} for UpdateTaskInventory()",
|
|
// currentItem.Name, part.Name);
|
|
|
|
// Only look for an uploaded updated asset if we are passed a transaction ID. This is only the
|
|
// case for updates uploded through UDP. Updates uploaded via a capability (e.g. a script update)
|
|
// will not pass in a transaction ID in the update message.
|
|
if (transactionID != UUID.Zero && AgentTransactionsModule != null)
|
|
{
|
|
AgentTransactionsModule.HandleTaskItemUpdateFromTransaction(
|
|
remoteClient, part, transactionID, currentItem);
|
|
|
|
if ((InventoryType)itemInfo.InvType == InventoryType.Notecard)
|
|
remoteClient.SendAlertMessage("Notecard saved");
|
|
else if ((InventoryType)itemInfo.InvType == InventoryType.LSL)
|
|
remoteClient.SendAlertMessage("Script saved");
|
|
else
|
|
remoteClient.SendAlertMessage("Item saved");
|
|
}
|
|
|
|
// Base ALWAYS has move
|
|
currentItem.BasePermissions |= (uint)PermissionMask.Move;
|
|
|
|
itemInfo.Flags = currentItem.Flags;
|
|
|
|
// Check if we're allowed to mess with permissions
|
|
if (!Permissions.IsGod(remoteClient.AgentId)) // Not a god
|
|
{
|
|
if (remoteClient.AgentId != part.OwnerID) // Not owner
|
|
{
|
|
// Friends and group members can't change any perms
|
|
itemInfo.BasePermissions = currentItem.BasePermissions;
|
|
itemInfo.EveryonePermissions = currentItem.EveryonePermissions;
|
|
itemInfo.GroupPermissions = currentItem.GroupPermissions;
|
|
itemInfo.NextPermissions = currentItem.NextPermissions;
|
|
itemInfo.CurrentPermissions = currentItem.CurrentPermissions;
|
|
}
|
|
else
|
|
{
|
|
// Owner can't change base, and can change other
|
|
// only up to base
|
|
itemInfo.BasePermissions = currentItem.BasePermissions;
|
|
if (itemInfo.EveryonePermissions != currentItem.EveryonePermissions)
|
|
itemInfo.Flags |= (uint)InventoryItemFlags.ObjectOverwriteEveryone;
|
|
if (itemInfo.GroupPermissions != currentItem.GroupPermissions)
|
|
itemInfo.Flags |= (uint)InventoryItemFlags.ObjectOverwriteGroup;
|
|
if (itemInfo.CurrentPermissions != currentItem.CurrentPermissions)
|
|
itemInfo.Flags |= (uint)InventoryItemFlags.ObjectOverwriteOwner;
|
|
if (itemInfo.NextPermissions != currentItem.NextPermissions)
|
|
itemInfo.Flags |= (uint)InventoryItemFlags.ObjectOverwriteNextOwner;
|
|
itemInfo.EveryonePermissions &= currentItem.BasePermissions;
|
|
itemInfo.GroupPermissions &= currentItem.BasePermissions;
|
|
itemInfo.CurrentPermissions &= currentItem.BasePermissions;
|
|
itemInfo.NextPermissions &= currentItem.BasePermissions;
|
|
}
|
|
|
|
}
|
|
else
|
|
{
|
|
if (itemInfo.BasePermissions != currentItem.BasePermissions)
|
|
itemInfo.Flags |= (uint)InventoryItemFlags.ObjectOverwriteBase;
|
|
if (itemInfo.EveryonePermissions != currentItem.EveryonePermissions)
|
|
itemInfo.Flags |= (uint)InventoryItemFlags.ObjectOverwriteEveryone;
|
|
if (itemInfo.GroupPermissions != currentItem.GroupPermissions)
|
|
itemInfo.Flags |= (uint)InventoryItemFlags.ObjectOverwriteGroup;
|
|
if (itemInfo.CurrentPermissions != currentItem.CurrentPermissions)
|
|
itemInfo.Flags |= (uint)InventoryItemFlags.ObjectOverwriteOwner;
|
|
if (itemInfo.NextPermissions != currentItem.NextPermissions)
|
|
itemInfo.Flags |= (uint)InventoryItemFlags.ObjectOverwriteNextOwner;
|
|
}
|
|
|
|
// Next ALWAYS has move
|
|
itemInfo.NextPermissions |= (uint)PermissionMask.Move;
|
|
|
|
if (part.Inventory.UpdateInventoryItem(itemInfo))
|
|
{
|
|
part.SendPropertiesToClient(remoteClient);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
m_log.WarnFormat(
|
|
"[PRIM INVENTORY]: " +
|
|
"Update with item {0} requested of prim {1} for {2} but this prim does not exist",
|
|
itemID, primLocalID, remoteClient.Name);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Rez a script into a prim's inventory, either ex nihilo or from an existing avatar inventory
|
|
/// </summary>
|
|
/// <param name="remoteClient"></param>
|
|
/// <param name="itemBase"> </param>
|
|
/// <param name="transactionID"></param>
|
|
/// <param name="localID"></param>
|
|
public void RezScript(IClientAPI remoteClient, InventoryItemBase itemBase, UUID transactionID, uint localID)
|
|
{
|
|
SceneObjectPart partWhereRezzed;
|
|
|
|
if (itemBase.ID != UUID.Zero)
|
|
partWhereRezzed = RezScriptFromAgentInventory(remoteClient.AgentId, itemBase.ID, localID);
|
|
else
|
|
partWhereRezzed = RezNewScript(remoteClient.AgentId, itemBase);
|
|
|
|
if (partWhereRezzed != null)
|
|
partWhereRezzed.SendPropertiesToClient(remoteClient);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Rez a script into a prim from an agent inventory.
|
|
/// </summary>
|
|
/// <param name="agentID"></param>
|
|
/// <param name="fromItemID"></param>
|
|
/// <param name="localID"></param>
|
|
/// <returns>The part where the script was rezzed if successful. False otherwise.</returns>
|
|
public SceneObjectPart RezScriptFromAgentInventory(UUID agentID, UUID fromItemID, uint localID)
|
|
{
|
|
UUID copyID = UUID.Random();
|
|
InventoryItemBase item = new InventoryItemBase(fromItemID, agentID);
|
|
item = InventoryService.GetItem(item);
|
|
|
|
// Try library
|
|
// XXX clumsy, possibly should be one call
|
|
if (null == item && LibraryService != null && LibraryService.LibraryRootFolder != null)
|
|
{
|
|
item = LibraryService.LibraryRootFolder.FindItem(fromItemID);
|
|
}
|
|
|
|
if (item != null)
|
|
{
|
|
SceneObjectPart part = GetSceneObjectPart(localID);
|
|
if (part != null)
|
|
{
|
|
if (!Permissions.CanEditObjectInventory(part.UUID, agentID))
|
|
return null;
|
|
|
|
part.ParentGroup.AddInventoryItem(agentID, localID, item, copyID);
|
|
// TODO: switch to posting on_rez here when scripts
|
|
// have state in inventory
|
|
part.Inventory.CreateScriptInstance(copyID, 0, false, DefaultScriptEngine, 0);
|
|
|
|
// tell anyone watching that there is a new script in town
|
|
EventManager.TriggerNewScript(agentID, part, copyID);
|
|
|
|
// m_log.InfoFormat("[PRIMINVENTORY]: " +
|
|
// "Rezzed script {0} into prim local ID {1} for user {2}",
|
|
// item.inventoryName, localID, remoteClient.Name);
|
|
|
|
part.ParentGroup.ResumeScripts();
|
|
|
|
return part;
|
|
}
|
|
else
|
|
{
|
|
m_log.ErrorFormat(
|
|
"[PRIM INVENTORY]: " +
|
|
"Could not rez script {0} into prim local ID {1} for user {2}"
|
|
+ " because the prim could not be found in the region!",
|
|
item.Name, localID, agentID);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
m_log.ErrorFormat(
|
|
"[PRIM INVENTORY]: Could not find script inventory item {0} to rez for {1}!",
|
|
fromItemID, agentID);
|
|
}
|
|
|
|
return null;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Rez a new script from nothing.
|
|
/// </summary>
|
|
/// <param name="remoteClient"></param>
|
|
/// <param name="itemBase"></param>
|
|
/// <returns>The part where the script was rezzed if successful. False otherwise.</returns>
|
|
public SceneObjectPart RezNewScript(UUID agentID, InventoryItemBase itemBase)
|
|
{
|
|
return RezNewScript(
|
|
agentID,
|
|
itemBase,
|
|
"default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n}");
|
|
}
|
|
|
|
/// <summary>
|
|
/// Rez a new script from nothing with given script text.
|
|
/// </summary>
|
|
/// <param name="remoteClient"></param>
|
|
/// <param name="itemBase">Template item.</param>
|
|
/// <param name="scriptText"></param>
|
|
/// <returns>The part where the script was rezzed if successful. False otherwise.</returns>
|
|
public SceneObjectPart RezNewScript(UUID agentID, InventoryItemBase itemBase, string scriptText)
|
|
{
|
|
// The part ID is the folder ID!
|
|
SceneObjectPart part = GetSceneObjectPart(itemBase.Folder);
|
|
if (part == null)
|
|
{
|
|
// m_log.DebugFormat(
|
|
// "[SCENE INVENTORY]: Could not find part with id {0} for {1} to rez new script",
|
|
// itemBase.Folder, agentID);
|
|
|
|
return null;
|
|
}
|
|
|
|
if (!Permissions.CanCreateObjectInventory(itemBase.InvType, part.UUID, agentID))
|
|
{
|
|
// m_log.DebugFormat(
|
|
// "[SCENE INVENTORY]: No permission to create new script in {0} for {1}", part.Name, agentID);
|
|
|
|
return null;
|
|
}
|
|
|
|
AssetBase asset
|
|
= CreateAsset(
|
|
itemBase.Name,
|
|
itemBase.Description,
|
|
(sbyte)itemBase.AssetType,
|
|
Encoding.ASCII.GetBytes(scriptText),
|
|
agentID);
|
|
|
|
AssetService.Store(asset);
|
|
|
|
TaskInventoryItem taskItem = new TaskInventoryItem();
|
|
|
|
taskItem.ResetIDs(itemBase.Folder);
|
|
taskItem.ParentID = itemBase.Folder;
|
|
taskItem.CreationDate = (uint)itemBase.CreationDate;
|
|
taskItem.Name = itemBase.Name;
|
|
taskItem.Description = itemBase.Description;
|
|
taskItem.Type = itemBase.AssetType;
|
|
taskItem.InvType = itemBase.InvType;
|
|
taskItem.OwnerID = itemBase.Owner;
|
|
taskItem.CreatorID = itemBase.CreatorIdAsUuid;
|
|
taskItem.BasePermissions = itemBase.BasePermissions;
|
|
taskItem.CurrentPermissions = itemBase.CurrentPermissions;
|
|
taskItem.EveryonePermissions = itemBase.EveryOnePermissions;
|
|
taskItem.GroupPermissions = itemBase.GroupPermissions;
|
|
taskItem.NextPermissions = itemBase.NextPermissions;
|
|
taskItem.GroupID = itemBase.GroupID;
|
|
taskItem.GroupPermissions = 0;
|
|
taskItem.Flags = itemBase.Flags;
|
|
taskItem.PermsGranter = UUID.Zero;
|
|
taskItem.PermsMask = 0;
|
|
taskItem.AssetID = asset.FullID;
|
|
|
|
part.Inventory.AddInventoryItem(taskItem, false);
|
|
part.Inventory.CreateScriptInstance(taskItem, 0, false, DefaultScriptEngine, 0);
|
|
|
|
// tell anyone managing scripts that a new script exists
|
|
EventManager.TriggerNewScript(agentID, part, taskItem.ItemID);
|
|
|
|
part.ParentGroup.ResumeScripts();
|
|
|
|
return part;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Rez a script into a prim's inventory from another prim
|
|
/// </summary>
|
|
/// <param name="remoteClient"></param>
|
|
/// <param name="itemID"> </param>
|
|
/// <param name="localID"></param>
|
|
public void RezScriptFromPrim(UUID srcId, SceneObjectPart srcPart, UUID destId, int pin, int running, int start_param)
|
|
{
|
|
TaskInventoryItem srcTaskItem = srcPart.Inventory.GetInventoryItem(srcId);
|
|
|
|
if (srcTaskItem == null)
|
|
{
|
|
m_log.ErrorFormat(
|
|
"[PRIM INVENTORY]: Tried to retrieve item ID {0} from prim {1}, {2} for rezzing a script but the "
|
|
+ " item does not exist in this inventory",
|
|
srcId, srcPart.Name, srcPart.UUID);
|
|
|
|
return;
|
|
}
|
|
|
|
SceneObjectPart destPart = GetSceneObjectPart(destId);
|
|
|
|
if (destPart == null)
|
|
{
|
|
m_log.ErrorFormat(
|
|
"[PRIM INVENTORY]: " +
|
|
"Could not find script for ID {0}",
|
|
destId);
|
|
return;
|
|
}
|
|
|
|
// Must own the object, and have modify rights
|
|
if (srcPart.OwnerID != destPart.OwnerID)
|
|
{
|
|
// Group permissions
|
|
if ((destPart.GroupID == UUID.Zero) || (destPart.GroupID != srcPart.GroupID) ||
|
|
((destPart.GroupMask & (uint)PermissionMask.Modify) == 0))
|
|
return;
|
|
} else {
|
|
if ((destPart.OwnerMask & (uint)PermissionMask.Modify) == 0)
|
|
return;
|
|
}
|
|
|
|
if (destPart.ScriptAccessPin != pin)
|
|
{
|
|
m_log.WarnFormat(
|
|
"[PRIM INVENTORY]: " +
|
|
"Script in object {0} : {1}, attempted to load script {2} : {3} into object {4} : {5} with invalid pin {6}",
|
|
srcPart.Name, srcId, srcTaskItem.Name, srcTaskItem.ItemID, destPart.Name, destId, pin);
|
|
// the LSL Wiki says we are supposed to shout on the DEBUG_CHANNEL -
|
|
// "Object: Task Object trying to illegally load script onto task Other_Object!"
|
|
// How do we shout from in here?
|
|
return;
|
|
}
|
|
|
|
TaskInventoryItem destTaskItem = new TaskInventoryItem();
|
|
|
|
destTaskItem.ItemID = UUID.Random();
|
|
destTaskItem.CreatorID = srcTaskItem.CreatorID;
|
|
destTaskItem.CreatorData = srcTaskItem.CreatorData;
|
|
destTaskItem.AssetID = srcTaskItem.AssetID;
|
|
destTaskItem.GroupID = destPart.GroupID;
|
|
destTaskItem.OwnerID = destPart.OwnerID;
|
|
destTaskItem.ParentID = destPart.UUID;
|
|
destTaskItem.ParentPartID = destPart.UUID;
|
|
|
|
destTaskItem.BasePermissions = srcTaskItem.BasePermissions;
|
|
destTaskItem.EveryonePermissions = srcTaskItem.EveryonePermissions;
|
|
destTaskItem.GroupPermissions = srcTaskItem.GroupPermissions;
|
|
destTaskItem.CurrentPermissions = srcTaskItem.CurrentPermissions;
|
|
destTaskItem.NextPermissions = srcTaskItem.NextPermissions;
|
|
destTaskItem.Flags = srcTaskItem.Flags;
|
|
|
|
if (destPart.OwnerID != srcPart.OwnerID)
|
|
{
|
|
if (Permissions.PropagatePermissions())
|
|
{
|
|
destTaskItem.CurrentPermissions = srcTaskItem.CurrentPermissions &
|
|
srcTaskItem.NextPermissions;
|
|
destTaskItem.GroupPermissions = srcTaskItem.GroupPermissions &
|
|
srcTaskItem.NextPermissions;
|
|
destTaskItem.EveryonePermissions = srcTaskItem.EveryonePermissions &
|
|
srcTaskItem.NextPermissions;
|
|
destTaskItem.BasePermissions = srcTaskItem.BasePermissions &
|
|
srcTaskItem.NextPermissions;
|
|
destTaskItem.Flags |= (uint)InventoryItemFlags.ObjectSlamPerm;
|
|
}
|
|
}
|
|
|
|
destTaskItem.Description = srcTaskItem.Description;
|
|
destTaskItem.Name = srcTaskItem.Name;
|
|
destTaskItem.InvType = srcTaskItem.InvType;
|
|
destTaskItem.Type = srcTaskItem.Type;
|
|
|
|
destPart.Inventory.AddInventoryItemExclusive(destTaskItem, false);
|
|
|
|
if (running > 0)
|
|
{
|
|
destPart.Inventory.CreateScriptInstance(destTaskItem, start_param, false, DefaultScriptEngine, 0);
|
|
}
|
|
|
|
destPart.ParentGroup.ResumeScripts();
|
|
|
|
ScenePresence avatar;
|
|
|
|
if (TryGetScenePresence(srcTaskItem.OwnerID, out avatar))
|
|
{
|
|
destPart.SendPropertiesToClient(avatar.ControllingClient);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Derez one or more objects from the scene.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Won't actually remove the scene object in the case where the object is being copied to a user inventory.
|
|
/// </remarks>
|
|
/// <param name='remoteClient'>Client requesting derez</param>
|
|
/// <param name='localIDs'>Local ids of root parts of objects to delete.</param>
|
|
/// <param name='groupID'>Not currently used. Here because the client passes this to us.</param>
|
|
/// <param name='action'>DeRezAction</param>
|
|
/// <param name='destinationID'>User folder ID to place derezzed object</param>
|
|
public virtual void DeRezObjects(
|
|
IClientAPI remoteClient, List<uint> localIDs, UUID groupID, DeRezAction action, UUID destinationID)
|
|
{
|
|
// First, see of we can perform the requested action and
|
|
// build a list of eligible objects
|
|
List<uint> deleteIDs = new List<uint>();
|
|
List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>();
|
|
|
|
// Start with true for both, then remove the flags if objects
|
|
// that we can't derez are part of the selection
|
|
bool permissionToTake = true;
|
|
bool permissionToTakeCopy = true;
|
|
bool permissionToDelete = true;
|
|
|
|
foreach (uint localID in localIDs)
|
|
{
|
|
// Invalid id
|
|
SceneObjectPart part = GetSceneObjectPart(localID);
|
|
if (part == null)
|
|
continue;
|
|
|
|
// Already deleted by someone else
|
|
if (part.ParentGroup.IsDeleted)
|
|
continue;
|
|
|
|
// Can't delete child prims
|
|
if (part != part.ParentGroup.RootPart)
|
|
continue;
|
|
|
|
SceneObjectGroup grp = part.ParentGroup;
|
|
|
|
deleteIDs.Add(localID);
|
|
deleteGroups.Add(grp);
|
|
|
|
// If child prims have invalid perms, fix them
|
|
grp.AdjustChildPrimPermissions(false);
|
|
|
|
if (remoteClient == null)
|
|
{
|
|
// Autoreturn has a null client. Nothing else does. So
|
|
// allow only returns
|
|
if (action != DeRezAction.Return)
|
|
{
|
|
m_log.WarnFormat(
|
|
"[AGENT INVENTORY]: Ignoring attempt to {0} {1} {2} without a client",
|
|
action, grp.Name, grp.UUID);
|
|
return;
|
|
}
|
|
|
|
permissionToTakeCopy = false;
|
|
}
|
|
else
|
|
{
|
|
if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId))
|
|
permissionToTakeCopy = false;
|
|
|
|
if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId))
|
|
permissionToTake = false;
|
|
|
|
if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId))
|
|
permissionToDelete = false;
|
|
}
|
|
}
|
|
|
|
// Handle god perms
|
|
if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId))
|
|
{
|
|
permissionToTake = true;
|
|
permissionToTakeCopy = true;
|
|
permissionToDelete = true;
|
|
}
|
|
|
|
// If we're re-saving, we don't even want to delete
|
|
if (action == DeRezAction.SaveToExistingUserInventoryItem)
|
|
permissionToDelete = false;
|
|
|
|
// if we want to take a copy, we also don't want to delete
|
|
// Note: after this point, the permissionToTakeCopy flag
|
|
// becomes irrelevant. It already includes the permissionToTake
|
|
// permission and after excluding no copy items here, we can
|
|
// just use that.
|
|
if (action == DeRezAction.TakeCopy)
|
|
{
|
|
// If we don't have permission, stop right here
|
|
if (!permissionToTakeCopy)
|
|
{
|
|
remoteClient.SendAlertMessage("You don't have permission to take the object");
|
|
return;
|
|
}
|
|
|
|
permissionToTake = true;
|
|
// Don't delete
|
|
permissionToDelete = false;
|
|
}
|
|
|
|
if (action == DeRezAction.Return)
|
|
{
|
|
if (remoteClient != null)
|
|
{
|
|
if (Permissions.CanReturnObjects(
|
|
null,
|
|
remoteClient.AgentId,
|
|
deleteGroups))
|
|
{
|
|
permissionToTake = true;
|
|
permissionToDelete = true;
|
|
|
|
foreach (SceneObjectGroup g in deleteGroups)
|
|
{
|
|
AddReturn(g.OwnerID == g.GroupID ? g.LastOwnerID : g.OwnerID, g.Name, g.AbsolutePosition, "parcel owner return");
|
|
}
|
|
}
|
|
}
|
|
else // Auto return passes through here with null agent
|
|
{
|
|
permissionToTake = true;
|
|
permissionToDelete = true;
|
|
}
|
|
}
|
|
|
|
if (permissionToTake && (action != DeRezAction.Delete || this.m_useTrashOnDelete))
|
|
{
|
|
m_asyncSceneObjectDeleter.DeleteToInventory(
|
|
action, destinationID, deleteGroups, remoteClient,
|
|
permissionToDelete);
|
|
}
|
|
else if (permissionToDelete)
|
|
{
|
|
foreach (SceneObjectGroup g in deleteGroups)
|
|
DeleteSceneObject(g, false);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns the list of Scene Objects in an asset.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Returns one object if the asset is a regular object, and multiple objects for a coalesced object.
|
|
/// </remarks>
|
|
/// <param name="assetData">Asset data</param>
|
|
/// <param name="attachment">Whether the item is an attachment</param>
|
|
/// <param name="objlist">The objects included in the asset</param>
|
|
/// <param name="veclist">Relative positions of the objects</param>
|
|
/// <param name="bbox">Bounding box of all the objects</param>
|
|
/// <param name="offsetHeight">Offset in the Z axis from the centre of the bounding box
|
|
/// to the centre of the root prim (relevant only when returning a single object)</param>
|
|
/// <returns>true = returning a single object; false = multiple objects</returns>
|
|
public bool GetObjectsToRez(byte[] assetData, bool attachment, out List<SceneObjectGroup> objlist, out List<Vector3> veclist,
|
|
out Vector3 bbox, out float offsetHeight)
|
|
{
|
|
objlist = new List<SceneObjectGroup>();
|
|
veclist = new List<Vector3>();
|
|
|
|
XmlDocument doc = new XmlDocument();
|
|
string xmlData = Utils.BytesToString(assetData);
|
|
doc.LoadXml(xmlData);
|
|
XmlElement e = (XmlElement)doc.SelectSingleNode("/CoalescedObject");
|
|
|
|
if (e == null || attachment) // Single
|
|
{
|
|
SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
|
|
objlist.Add(g);
|
|
veclist.Add(new Vector3(0, 0, 0));
|
|
bbox = g.GetAxisAlignedBoundingBox(out offsetHeight);
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
XmlElement coll = (XmlElement)e;
|
|
float bx = Convert.ToSingle(coll.GetAttribute("x"));
|
|
float by = Convert.ToSingle(coll.GetAttribute("y"));
|
|
float bz = Convert.ToSingle(coll.GetAttribute("z"));
|
|
bbox = new Vector3(bx, by, bz);
|
|
offsetHeight = 0;
|
|
|
|
XmlNodeList groups = e.SelectNodes("SceneObjectGroup");
|
|
foreach (XmlNode n in groups)
|
|
{
|
|
SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(n.OuterXml);
|
|
objlist.Add(g);
|
|
|
|
XmlElement el = (XmlElement)n;
|
|
string rawX = el.GetAttribute("offsetx");
|
|
string rawY = el.GetAttribute("offsety");
|
|
string rawZ = el.GetAttribute("offsetz");
|
|
|
|
float x = Convert.ToSingle(rawX);
|
|
float y = Convert.ToSingle(rawY);
|
|
float z = Convert.ToSingle(rawZ);
|
|
veclist.Add(new Vector3(x, y, z));
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Event Handler Rez an object into a scene
|
|
/// Calls the non-void event handler
|
|
/// </summary>
|
|
/// <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="EveryoneMask"></param>
|
|
/// <param name="GroupMask"></param>
|
|
/// <param name="RezSelected"></param>
|
|
/// <param name="RemoveItem"></param>
|
|
/// <param name="fromTaskID"></param>
|
|
public virtual void RezObject(IClientAPI remoteClient, UUID itemID, Vector3 RayEnd, Vector3 RayStart,
|
|
UUID RayTargetID, byte BypassRayCast, bool RayEndIsIntersection,
|
|
bool RezSelected, bool RemoveItem, UUID fromTaskID)
|
|
{
|
|
// m_log.DebugFormat(
|
|
// "[PRIM INVENTORY]: RezObject from {0} for item {1} from task id {2}",
|
|
// remoteClient.Name, itemID, fromTaskID);
|
|
|
|
if (fromTaskID == UUID.Zero)
|
|
{
|
|
IInventoryAccessModule invAccess = RequestModuleInterface<IInventoryAccessModule>();
|
|
if (invAccess != null)
|
|
invAccess.RezObject(
|
|
remoteClient, itemID, RayEnd, RayStart, RayTargetID, BypassRayCast, RayEndIsIntersection,
|
|
RezSelected, RemoveItem, fromTaskID, false);
|
|
}
|
|
else
|
|
{
|
|
SceneObjectPart part = GetSceneObjectPart(fromTaskID);
|
|
if (part == null)
|
|
{
|
|
m_log.ErrorFormat(
|
|
"[TASK INVENTORY]: {0} tried to rez item id {1} from object id {2} but there is no such scene object",
|
|
remoteClient.Name, itemID, fromTaskID);
|
|
|
|
return;
|
|
}
|
|
|
|
TaskInventoryItem item = part.Inventory.GetInventoryItem(itemID);
|
|
if (item == null)
|
|
{
|
|
m_log.ErrorFormat(
|
|
"[TASK INVENTORY]: {0} tried to rez item id {1} from object id {2} but there is no such item",
|
|
remoteClient.Name, itemID, fromTaskID);
|
|
|
|
return;
|
|
}
|
|
|
|
byte bRayEndIsIntersection = (byte)(RayEndIsIntersection ? 1 : 0);
|
|
Vector3 scale = new Vector3(0.5f, 0.5f, 0.5f);
|
|
Vector3 pos
|
|
= GetNewRezLocation(
|
|
RayStart, RayEnd, RayTargetID, Quaternion.Identity,
|
|
BypassRayCast, bRayEndIsIntersection, true, scale, false);
|
|
|
|
RezObject(part, item, pos, null, Vector3.Zero, 0);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Rez an object into the scene from a prim's inventory.
|
|
/// </summary>
|
|
/// <param name="sourcePart"></param>
|
|
/// <param name="item"></param>
|
|
/// <param name="pos">The position of the rezzed object.</param>
|
|
/// <param name="rot">The rotation of the rezzed object. If null, then the rotation stored with the object
|
|
/// will be used if it exists.</param>
|
|
/// <param name="vel">The velocity of the rezzed object.</param>
|
|
/// <param name="param"></param>
|
|
/// <returns>The SceneObjectGroup(s) rezzed, or null if rez was unsuccessful</returns>
|
|
public virtual List<SceneObjectGroup> RezObject(
|
|
SceneObjectPart sourcePart, TaskInventoryItem item, Vector3 pos, Quaternion? rot, Vector3 vel, int param)
|
|
{
|
|
if (null == item)
|
|
return null;
|
|
|
|
List<SceneObjectGroup> objlist;
|
|
List<Vector3> veclist;
|
|
|
|
bool success = sourcePart.Inventory.GetRezReadySceneObjects(item, out objlist, out veclist);
|
|
if (!success)
|
|
return null;
|
|
|
|
int totalPrims = 0;
|
|
foreach (SceneObjectGroup group in objlist)
|
|
totalPrims += group.PrimCount;
|
|
|
|
if (!Permissions.CanRezObject(totalPrims, item.OwnerID, pos))
|
|
return null;
|
|
|
|
if (!Permissions.BypassPermissions())
|
|
{
|
|
if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
|
|
sourcePart.Inventory.RemoveInventoryItem(item.ItemID);
|
|
}
|
|
|
|
for (int i = 0; i < objlist.Count; i++)
|
|
{
|
|
SceneObjectGroup group = objlist[i];
|
|
Vector3 curpos = pos + veclist[i];
|
|
|
|
if (group.IsAttachment == false && group.RootPart.Shape.State != 0)
|
|
{
|
|
group.RootPart.AttachedPos = group.AbsolutePosition;
|
|
group.RootPart.Shape.LastAttachPoint = (byte)group.AttachmentPoint;
|
|
}
|
|
|
|
group.FromPartID = sourcePart.UUID;
|
|
AddNewSceneObject(group, true, curpos, rot, vel);
|
|
|
|
// We can only call this after adding the scene object, since the scene object references the scene
|
|
// to find out if scripts should be activated at all.
|
|
group.CreateScriptInstances(param, true, DefaultScriptEngine, 3);
|
|
|
|
group.ScheduleGroupForFullUpdate();
|
|
}
|
|
|
|
return objlist;
|
|
}
|
|
|
|
public virtual bool returnObjects(SceneObjectGroup[] returnobjects,
|
|
UUID AgentId)
|
|
{
|
|
List<uint> localIDs = new List<uint>();
|
|
|
|
foreach (SceneObjectGroup grp in returnobjects)
|
|
{
|
|
AddReturn(grp.OwnerID, grp.Name, grp.AbsolutePosition,
|
|
"parcel owner return");
|
|
localIDs.Add(grp.RootPart.LocalId);
|
|
}
|
|
DeRezObjects(null, localIDs, UUID.Zero, DeRezAction.Return,
|
|
UUID.Zero);
|
|
|
|
return true;
|
|
}
|
|
|
|
public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running)
|
|
{
|
|
SceneObjectPart part = GetSceneObjectPart(objectID);
|
|
if (part == null)
|
|
return;
|
|
|
|
if (running)
|
|
EventManager.TriggerStartScript(part.LocalId, itemID);
|
|
else
|
|
EventManager.TriggerStopScript(part.LocalId, itemID);
|
|
}
|
|
|
|
public void GetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID)
|
|
{
|
|
EventManager.TriggerGetScriptRunning(controllingClient, objectID, itemID);
|
|
}
|
|
|
|
void ObjectOwner(IClientAPI remoteClient, UUID ownerID, UUID groupID, List<uint> localIDs)
|
|
{
|
|
if (!Permissions.IsGod(remoteClient.AgentId))
|
|
{
|
|
if (ownerID != UUID.Zero)
|
|
return;
|
|
|
|
if (!Permissions.CanDeedObject(remoteClient.AgentId, groupID))
|
|
return;
|
|
}
|
|
|
|
List<SceneObjectGroup> groups = new List<SceneObjectGroup>();
|
|
|
|
foreach (uint localID in localIDs)
|
|
{
|
|
SceneObjectPart part = GetSceneObjectPart(localID);
|
|
if (part == null)
|
|
continue;
|
|
|
|
if (!groups.Contains(part.ParentGroup))
|
|
groups.Add(part.ParentGroup);
|
|
}
|
|
|
|
foreach (SceneObjectGroup sog in groups)
|
|
{
|
|
if (ownerID != UUID.Zero)
|
|
{
|
|
sog.SetOwnerId(ownerID);
|
|
sog.SetGroup(groupID, remoteClient);
|
|
sog.ScheduleGroupForFullUpdate();
|
|
|
|
SceneObjectPart[] partList = sog.Parts;
|
|
|
|
foreach (SceneObjectPart child in partList)
|
|
{
|
|
child.Inventory.ChangeInventoryOwner(ownerID);
|
|
child.TriggerScriptChangedEvent(Changed.OWNER);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (!Permissions.CanEditObject(sog.UUID, remoteClient.AgentId))
|
|
continue;
|
|
|
|
if (sog.GroupID != groupID)
|
|
continue;
|
|
|
|
SceneObjectPart[] partList = sog.Parts;
|
|
|
|
foreach (SceneObjectPart child in partList)
|
|
{
|
|
child.LastOwnerID = child.OwnerID;
|
|
child.Inventory.ChangeInventoryOwner(groupID);
|
|
child.TriggerScriptChangedEvent(Changed.OWNER);
|
|
}
|
|
|
|
sog.SetOwnerId(groupID);
|
|
sog.ApplyNextOwnerPermissions();
|
|
}
|
|
}
|
|
|
|
foreach (uint localID in localIDs)
|
|
{
|
|
SceneObjectPart part = GetSceneObjectPart(localID);
|
|
if (part == null)
|
|
continue;
|
|
part.SendPropertiesToClient(remoteClient);
|
|
}
|
|
}
|
|
|
|
public void DelinkObjects(List<uint> primIds, IClientAPI client)
|
|
{
|
|
List<SceneObjectPart> parts = new List<SceneObjectPart>();
|
|
|
|
foreach (uint localID in primIds)
|
|
{
|
|
SceneObjectPart part = GetSceneObjectPart(localID);
|
|
|
|
if (part == null)
|
|
continue;
|
|
|
|
if (Permissions.CanDelinkObject(client.AgentId, part.ParentGroup.RootPart.UUID))
|
|
parts.Add(part);
|
|
}
|
|
|
|
m_sceneGraph.DelinkObjects(parts);
|
|
}
|
|
|
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/// <summary>
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/// Link the scene objects containing the indicated parts to a root object.
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/// </summary>
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/// <param name="client"></param>
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/// <param name="parentPrimId">A root prim id of the object which will be the root prim of the resulting linkset.</param>
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/// <param name="childPrimIds">A list of child prims for the objects that should be linked in.</param>
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public void LinkObjects(IClientAPI client, uint parentPrimId, List<uint> childPrimIds)
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{
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LinkObjects(client.AgentId, parentPrimId, childPrimIds);
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}
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/// <summary>
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/// Link the scene objects containing the indicated parts to a root object.
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/// </summary>
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/// <param name="agentId">The ID of the user linking.</param>
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/// <param name="parentPrimId">A root prim id of the object which will be the root prim of the resulting linkset.</param>
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/// <param name="childPrimIds">A list of child prims for the objects that should be linked in.</param>
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public void LinkObjects(UUID agentId, uint parentPrimId, List<uint> childPrimIds)
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{
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List<UUID> owners = new List<UUID>();
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List<SceneObjectPart> children = new List<SceneObjectPart>();
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SceneObjectPart root = GetSceneObjectPart(parentPrimId);
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if (root == null)
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{
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m_log.DebugFormat("[LINK]: Can't find linkset root prim {0}", parentPrimId);
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return;
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}
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if (!Permissions.CanLinkObject(agentId, root.ParentGroup.RootPart.UUID))
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{
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m_log.DebugFormat("[LINK]: Refusing link. No permissions on root prim");
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return;
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}
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foreach (uint localID in childPrimIds)
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{
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SceneObjectPart part = GetSceneObjectPart(localID);
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if (part == null)
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continue;
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if (!owners.Contains(part.OwnerID))
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owners.Add(part.OwnerID);
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if (Permissions.CanLinkObject(agentId, part.ParentGroup.RootPart.UUID))
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children.Add(part);
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}
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// Must be all one owner
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//
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if (owners.Count > 1)
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{
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m_log.DebugFormat("[LINK]: Refusing link. Too many owners");
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return;
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}
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if (children.Count == 0)
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{
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m_log.DebugFormat("[LINK]: Refusing link. No permissions to link any of the children");
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return;
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}
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m_sceneGraph.LinkObjects(root, children);
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}
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private string PermissionString(uint permissions)
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{
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PermissionMask perms = (PermissionMask)permissions &
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(PermissionMask.Move |
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PermissionMask.Copy |
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PermissionMask.Transfer |
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PermissionMask.Modify);
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return perms.ToString();
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}
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}
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}
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