1173 lines
48 KiB
C#
1173 lines
48 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.Net;
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using System.Xml;
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using System.Reflection;
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using System.Text;
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using System.Threading;
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using OpenSim.Framework;
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using OpenSim.Framework.Capabilities;
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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;
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using OpenSim.Region.Framework.Scenes.Serialization;
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using OpenSim.Services.Interfaces;
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using GridRegion = OpenSim.Services.Interfaces.GridRegion;
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using OpenMetaverse;
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using log4net;
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using Nini.Config;
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using Mono.Addins;
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using PermissionMask = OpenSim.Framework.PermissionMask;
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namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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{
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[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "BasicInventoryAccessModule")]
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public class BasicInventoryAccessModule : INonSharedRegionModule, IInventoryAccessModule
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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protected bool m_Enabled = false;
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protected Scene m_Scene;
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protected IUserManagement m_UserManagement;
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protected IUserManagement UserManagementModule
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{
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get
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{
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if (m_UserManagement == null)
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m_UserManagement = m_Scene.RequestModuleInterface<IUserManagement>();
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return m_UserManagement;
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}
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}
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public bool CoalesceMultipleObjectsToInventory { get; set; }
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#region INonSharedRegionModule
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public Type ReplaceableInterface
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{
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get { return null; }
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}
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public virtual string Name
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{
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get { return "BasicInventoryAccessModule"; }
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}
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public virtual void Initialise(IConfigSource source)
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{
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IConfig moduleConfig = source.Configs["Modules"];
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if (moduleConfig != null)
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{
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string name = moduleConfig.GetString("InventoryAccessModule", "");
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if (name == Name)
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{
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m_Enabled = true;
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InitialiseCommon(source);
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m_log.InfoFormat("[INVENTORY ACCESS MODULE]: {0} enabled.", Name);
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}
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}
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}
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/// <summary>
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/// Common module config for both this and descendant classes.
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/// </summary>
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/// <param name="source"></param>
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protected virtual void InitialiseCommon(IConfigSource source)
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{
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IConfig inventoryConfig = source.Configs["Inventory"];
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if (inventoryConfig != null)
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CoalesceMultipleObjectsToInventory
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= inventoryConfig.GetBoolean("CoalesceMultipleObjectsToInventory", true);
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else
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CoalesceMultipleObjectsToInventory = true;
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}
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public virtual void PostInitialise()
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{
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}
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public virtual void AddRegion(Scene scene)
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{
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if (!m_Enabled)
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return;
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m_Scene = scene;
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scene.RegisterModuleInterface<IInventoryAccessModule>(this);
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scene.EventManager.OnNewClient += OnNewClient;
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}
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protected virtual void OnNewClient(IClientAPI client)
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{
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client.OnCreateNewInventoryItem += CreateNewInventoryItem;
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}
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public virtual void Close()
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{
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if (!m_Enabled)
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return;
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}
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public virtual void RemoveRegion(Scene scene)
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{
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if (!m_Enabled)
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return;
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m_Scene = null;
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}
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public virtual void RegionLoaded(Scene scene)
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{
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if (!m_Enabled)
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return;
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}
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#endregion
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#region Inventory Access
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/// <summary>
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/// Create a new inventory item. Called when the client creates a new item directly within their
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/// inventory (e.g. by selecting a context inventory menu option).
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/// </summary>
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/// <param name="remoteClient"></param>
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/// <param name="transactionID"></param>
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/// <param name="folderID"></param>
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/// <param name="callbackID"></param>
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/// <param name="description"></param>
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/// <param name="name"></param>
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/// <param name="invType"></param>
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/// <param name="type"></param>
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/// <param name="wearableType"></param>
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/// <param name="nextOwnerMask"></param>
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public void CreateNewInventoryItem(IClientAPI remoteClient, UUID transactionID, UUID folderID,
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uint callbackID, string description, string name, sbyte invType,
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sbyte assetType,
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byte wearableType, uint nextOwnerMask, int creationDate)
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{
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m_log.DebugFormat("[INVENTORY ACCESS MODULE]: Received request to create inventory item {0} in folder {1}", name, folderID);
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if (!m_Scene.Permissions.CanCreateUserInventory(invType, remoteClient.AgentId))
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return;
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if (transactionID == UUID.Zero)
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{
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ScenePresence presence;
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if (m_Scene.TryGetScenePresence(remoteClient.AgentId, out presence))
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{
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byte[] data = null;
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if (invType == (sbyte)InventoryType.Landmark && presence != null)
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{
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string suffix = string.Empty, prefix = string.Empty;
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string strdata = GenerateLandmark(presence, out prefix, out suffix);
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data = Encoding.ASCII.GetBytes(strdata);
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name = prefix + name;
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description += suffix;
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}
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AssetBase asset = m_Scene.CreateAsset(name, description, assetType, data, remoteClient.AgentId);
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m_Scene.AssetService.Store(asset);
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m_Scene.CreateNewInventoryItem(
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remoteClient, remoteClient.AgentId.ToString(), string.Empty, folderID,
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name, description, 0, callbackID, asset, invType, nextOwnerMask, creationDate);
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}
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else
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{
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m_log.ErrorFormat(
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"[INVENTORY ACCESS MODULE]: ScenePresence for agent uuid {0} unexpectedly not found in CreateNewInventoryItem",
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remoteClient.AgentId);
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}
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}
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else
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{
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IAgentAssetTransactions agentTransactions = m_Scene.AgentTransactionsModule;
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if (agentTransactions != null)
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{
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agentTransactions.HandleItemCreationFromTransaction(
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remoteClient, transactionID, folderID, callbackID, description,
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name, invType, assetType, wearableType, nextOwnerMask);
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}
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}
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}
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protected virtual string GenerateLandmark(ScenePresence presence, out string prefix, out string suffix)
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{
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prefix = string.Empty;
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suffix = string.Empty;
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Vector3 pos = presence.AbsolutePosition;
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return String.Format("Landmark version 2\nregion_id {0}\nlocal_pos {1} {2} {3}\nregion_handle {4}\n",
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presence.Scene.RegionInfo.RegionID,
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pos.X, pos.Y, pos.Z,
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presence.RegionHandle);
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}
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/// <summary>
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/// Capability originating call to update the asset of an item in an agent'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="data"></param>
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/// <returns></returns>
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public virtual UUID CapsUpdateInventoryItemAsset(IClientAPI remoteClient, UUID itemID, byte[] data)
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{
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InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
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item = m_Scene.InventoryService.GetItem(item);
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if (item.Owner != remoteClient.AgentId)
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return UUID.Zero;
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if (item != null)
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{
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if ((InventoryType)item.InvType == InventoryType.Notecard)
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{
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if (!m_Scene.Permissions.CanEditNotecard(itemID, UUID.Zero, remoteClient.AgentId))
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{
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remoteClient.SendAgentAlertMessage("Insufficient permissions to edit notecard", false);
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return UUID.Zero;
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}
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remoteClient.SendAlertMessage("Notecard saved");
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}
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else if ((InventoryType)item.InvType == InventoryType.LSL)
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{
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if (!m_Scene.Permissions.CanEditScript(itemID, UUID.Zero, remoteClient.AgentId))
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{
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remoteClient.SendAgentAlertMessage("Insufficient permissions to edit script", false);
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return UUID.Zero;
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}
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remoteClient.SendAlertMessage("Script saved");
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}
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AssetBase asset =
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CreateAsset(item.Name, item.Description, (sbyte)item.AssetType, data, remoteClient.AgentId.ToString());
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item.AssetID = asset.FullID;
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m_Scene.AssetService.Store(asset);
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m_Scene.InventoryService.UpdateItem(item);
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// remoteClient.SendInventoryItemCreateUpdate(item);
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return (asset.FullID);
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}
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else
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{
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m_log.ErrorFormat(
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"[INVENTORY ACCESS MODULE]: Could not find item {0} for caps inventory update",
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itemID);
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}
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return UUID.Zero;
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}
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public virtual List<InventoryItemBase> CopyToInventory(
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DeRezAction action, UUID folderID,
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List<SceneObjectGroup> objectGroups, IClientAPI remoteClient, bool asAttachment)
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{
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List<InventoryItemBase> copiedItems = new List<InventoryItemBase>();
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Dictionary<UUID, List<SceneObjectGroup>> bundlesToCopy = new Dictionary<UUID, List<SceneObjectGroup>>();
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if (CoalesceMultipleObjectsToInventory)
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{
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// The following code groups the SOG's by owner. No objects
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// belonging to different people can be coalesced, for obvious
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// reasons.
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foreach (SceneObjectGroup g in objectGroups)
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{
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if (!bundlesToCopy.ContainsKey(g.OwnerID))
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bundlesToCopy[g.OwnerID] = new List<SceneObjectGroup>();
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bundlesToCopy[g.OwnerID].Add(g);
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}
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}
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else
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{
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// If we don't want to coalesce then put every object in its own bundle.
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foreach (SceneObjectGroup g in objectGroups)
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{
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List<SceneObjectGroup> bundle = new List<SceneObjectGroup>();
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bundle.Add(g);
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bundlesToCopy[g.UUID] = bundle;
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}
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}
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// m_log.DebugFormat(
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// "[INVENTORY ACCESS MODULE]: Copying {0} object bundles to folder {1} action {2} for {3}",
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// bundlesToCopy.Count, folderID, action, remoteClient.Name);
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// Each iteration is really a separate asset being created,
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// with distinct destinations as well.
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foreach (List<SceneObjectGroup> bundle in bundlesToCopy.Values)
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copiedItems.Add(CopyBundleToInventory(action, folderID, bundle, remoteClient, asAttachment));
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return copiedItems;
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}
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/// <summary>
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/// Copy a bundle of objects to inventory. If there is only one object, then this will create an object
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/// item. If there are multiple objects then these will be saved as a single coalesced item.
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/// </summary>
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/// <param name="action"></param>
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/// <param name="folderID"></param>
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/// <param name="objlist"></param>
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/// <param name="remoteClient"></param>
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/// <param name="asAttachment">Should be true if the bundle is being copied as an attachment. This prevents
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/// attempted serialization of any script state which would abort any operating scripts.</param>
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/// <returns>The inventory item created by the copy</returns>
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protected InventoryItemBase CopyBundleToInventory(
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DeRezAction action, UUID folderID, List<SceneObjectGroup> objlist, IClientAPI remoteClient,
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bool asAttachment)
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{
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CoalescedSceneObjects coa = new CoalescedSceneObjects(UUID.Zero);
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// Dictionary<UUID, Vector3> originalPositions = new Dictionary<UUID, Vector3>();
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foreach (SceneObjectGroup objectGroup in objlist)
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{
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if (objectGroup.RootPart.KeyframeMotion != null)
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objectGroup.RootPart.KeyframeMotion.Stop();
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objectGroup.RootPart.KeyframeMotion = null;
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// Vector3 inventoryStoredPosition = new Vector3
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// (((objectGroup.AbsolutePosition.X > (int)Constants.RegionSize)
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// ? 250
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// : objectGroup.AbsolutePosition.X)
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// ,
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// (objectGroup.AbsolutePosition.Y > (int)Constants.RegionSize)
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// ? 250
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// : objectGroup.AbsolutePosition.Y,
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// objectGroup.AbsolutePosition.Z);
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//
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// originalPositions[objectGroup.UUID] = objectGroup.AbsolutePosition;
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//
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// objectGroup.AbsolutePosition = inventoryStoredPosition;
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// Make sure all bits but the ones we want are clear
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// on take.
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// This will be applied to the current perms, so
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// it will do what we want.
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objectGroup.RootPart.NextOwnerMask &=
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((uint)PermissionMask.Copy |
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(uint)PermissionMask.Transfer |
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(uint)PermissionMask.Modify |
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(uint)PermissionMask.Export);
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objectGroup.RootPart.NextOwnerMask |=
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(uint)PermissionMask.Move;
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coa.Add(objectGroup);
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}
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string itemXml;
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// If we're being called from a script, then trying to serialize that same script's state will not complete
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// in any reasonable time period. Therefore, we'll avoid it. The worst that can happen is that if
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// the client/server crashes rather than logging out normally, the attachment's scripts will resume
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// without state on relog. Arguably, this is what we want anyway.
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if (objlist.Count > 1)
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itemXml = CoalescedSceneObjectsSerializer.ToXml(coa, !asAttachment);
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else
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itemXml = SceneObjectSerializer.ToOriginalXmlFormat(objlist[0], !asAttachment);
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// // Restore the position of each group now that it has been stored to inventory.
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// foreach (SceneObjectGroup objectGroup in objlist)
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// objectGroup.AbsolutePosition = originalPositions[objectGroup.UUID];
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InventoryItemBase item = CreateItemForObject(action, remoteClient, objlist[0], folderID);
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// m_log.DebugFormat(
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// "[INVENTORY ACCESS MODULE]: Created item is {0}",
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// item != null ? item.ID.ToString() : "NULL");
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if (item == null)
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return null;
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// Can't know creator is the same, so null it in inventory
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if (objlist.Count > 1)
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{
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item.CreatorId = UUID.Zero.ToString();
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item.Flags = (uint)InventoryItemFlags.ObjectHasMultipleItems;
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}
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else
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{
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item.CreatorId = objlist[0].RootPart.CreatorID.ToString();
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item.CreatorData = objlist[0].RootPart.CreatorData;
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item.SaleType = objlist[0].RootPart.ObjectSaleType;
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item.SalePrice = objlist[0].RootPart.SalePrice;
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}
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AssetBase asset = CreateAsset(
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objlist[0].GetPartName(objlist[0].RootPart.LocalId),
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objlist[0].GetPartDescription(objlist[0].RootPart.LocalId),
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(sbyte)AssetType.Object,
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Utils.StringToBytes(itemXml),
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objlist[0].OwnerID.ToString());
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m_Scene.AssetService.Store(asset);
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item.AssetID = asset.FullID;
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if (DeRezAction.SaveToExistingUserInventoryItem == action)
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{
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m_Scene.InventoryService.UpdateItem(item);
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}
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else
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{
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AddPermissions(item, objlist[0], objlist, remoteClient);
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item.CreationDate = Util.UnixTimeSinceEpoch();
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item.Description = asset.Description;
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item.Name = asset.Name;
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item.AssetType = asset.Type;
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m_Scene.AddInventoryItem(item);
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if (remoteClient != null && item.Owner == remoteClient.AgentId)
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{
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remoteClient.SendInventoryItemCreateUpdate(item, 0);
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}
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else
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{
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ScenePresence notifyUser = m_Scene.GetScenePresence(item.Owner);
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if (notifyUser != null)
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{
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notifyUser.ControllingClient.SendInventoryItemCreateUpdate(item, 0);
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}
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}
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}
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// This is a hook to do some per-asset post-processing for subclasses that need that
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if (remoteClient != null)
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ExportAsset(remoteClient.AgentId, asset.FullID);
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return item;
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}
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protected virtual void ExportAsset(UUID agentID, UUID assetID)
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{
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// nothing to do here
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}
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/// <summary>
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/// Add relevant permissions for an object to the item.
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/// </summary>
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/// <param name="item"></param>
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/// <param name="so"></param>
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/// <param name="objsForEffectivePermissions"></param>
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/// <param name="remoteClient"></param>
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/// <returns></returns>
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protected InventoryItemBase AddPermissions(
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InventoryItemBase item, SceneObjectGroup so, List<SceneObjectGroup> objsForEffectivePermissions,
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IClientAPI remoteClient)
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{
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uint effectivePerms = (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify | PermissionMask.Move | PermissionMask.Export) | 7;
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foreach (SceneObjectGroup grp in objsForEffectivePermissions)
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effectivePerms &= grp.GetEffectivePermissions();
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effectivePerms |= (uint)PermissionMask.Move;
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if (remoteClient != null && (remoteClient.AgentId != so.RootPart.OwnerID) && m_Scene.Permissions.PropagatePermissions())
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{
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uint perms = effectivePerms;
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uint nextPerms = (perms & 7) << 13;
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if ((nextPerms & (uint)PermissionMask.Copy) == 0)
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perms &= ~(uint)PermissionMask.Copy;
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if ((nextPerms & (uint)PermissionMask.Transfer) == 0)
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perms &= ~(uint)PermissionMask.Transfer;
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if ((nextPerms & (uint)PermissionMask.Modify) == 0)
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perms &= ~(uint)PermissionMask.Modify;
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item.BasePermissions = perms & so.RootPart.NextOwnerMask;
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item.CurrentPermissions = item.BasePermissions;
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item.NextPermissions = perms & so.RootPart.NextOwnerMask;
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item.EveryOnePermissions = so.RootPart.EveryoneMask & so.RootPart.NextOwnerMask;
|
|
item.GroupPermissions = so.RootPart.GroupMask & so.RootPart.NextOwnerMask;
|
|
|
|
// Magic number badness. Maybe this deserves an enum.
|
|
// bit 4 (16) is the "Slam" bit, it means treat as passed
|
|
// and apply next owner perms on rez
|
|
item.CurrentPermissions |= 16; // Slam!
|
|
}
|
|
else
|
|
{
|
|
item.BasePermissions = effectivePerms;
|
|
item.CurrentPermissions = effectivePerms;
|
|
item.NextPermissions = so.RootPart.NextOwnerMask & effectivePerms;
|
|
item.EveryOnePermissions = so.RootPart.EveryoneMask & effectivePerms;
|
|
item.GroupPermissions = so.RootPart.GroupMask & effectivePerms;
|
|
|
|
item.CurrentPermissions &=
|
|
((uint)PermissionMask.Copy |
|
|
(uint)PermissionMask.Transfer |
|
|
(uint)PermissionMask.Modify |
|
|
(uint)PermissionMask.Move |
|
|
(uint)PermissionMask.Export |
|
|
7); // Preserve folded permissions
|
|
}
|
|
|
|
return item;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Create an item using details for the given scene object.
|
|
/// </summary>
|
|
/// <param name="action"></param>
|
|
/// <param name="remoteClient"></param>
|
|
/// <param name="so"></param>
|
|
/// <param name="folderID"></param>
|
|
/// <returns></returns>
|
|
protected InventoryItemBase CreateItemForObject(
|
|
DeRezAction action, IClientAPI remoteClient, SceneObjectGroup so, UUID folderID)
|
|
{
|
|
// Get the user info of the item destination
|
|
//
|
|
UUID userID = UUID.Zero;
|
|
|
|
if (action == DeRezAction.Take || action == DeRezAction.TakeCopy ||
|
|
action == DeRezAction.SaveToExistingUserInventoryItem)
|
|
{
|
|
// Take or take copy require a taker
|
|
// Saving changes requires a local user
|
|
//
|
|
if (remoteClient == null)
|
|
return null;
|
|
|
|
userID = remoteClient.AgentId;
|
|
|
|
// m_log.DebugFormat(
|
|
// "[INVENTORY ACCESS MODULE]: Target of {0} in CreateItemForObject() is {1} {2}",
|
|
// action, remoteClient.Name, userID);
|
|
}
|
|
else if (so.RootPart.OwnerID == so.RootPart.GroupID)
|
|
{
|
|
// Group owned objects go to the last owner before the object was transferred.
|
|
userID = so.RootPart.LastOwnerID;
|
|
}
|
|
else
|
|
{
|
|
// Other returns / deletes go to the object owner
|
|
//
|
|
userID = so.RootPart.OwnerID;
|
|
|
|
// m_log.DebugFormat(
|
|
// "[INVENTORY ACCESS MODULE]: Target of {0} in CreateItemForObject() is object owner {1}",
|
|
// action, userID);
|
|
}
|
|
|
|
if (userID == UUID.Zero) // Can't proceed
|
|
{
|
|
return null;
|
|
}
|
|
|
|
// If we're returning someone's item, it goes back to the
|
|
// owner's Lost And Found folder.
|
|
// Delete is treated like return in this case
|
|
// Deleting your own items makes them go to trash
|
|
//
|
|
|
|
InventoryFolderBase folder = null;
|
|
InventoryItemBase item = null;
|
|
|
|
if (DeRezAction.SaveToExistingUserInventoryItem == action)
|
|
{
|
|
item = new InventoryItemBase(so.RootPart.FromUserInventoryItemID, userID);
|
|
item = m_Scene.InventoryService.GetItem(item);
|
|
|
|
//item = userInfo.RootFolder.FindItem(
|
|
// objectGroup.RootPart.FromUserInventoryItemID);
|
|
|
|
if (null == item)
|
|
{
|
|
m_log.DebugFormat(
|
|
"[INVENTORY ACCESS MODULE]: Object {0} {1} scheduled for save to inventory has already been deleted.",
|
|
so.Name, so.UUID);
|
|
|
|
return null;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Folder magic
|
|
//
|
|
if (action == DeRezAction.Delete)
|
|
{
|
|
// Deleting someone else's item
|
|
//
|
|
if (remoteClient == null ||
|
|
so.OwnerID != remoteClient.AgentId)
|
|
{
|
|
folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.LostAndFoundFolder);
|
|
}
|
|
else
|
|
{
|
|
folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.TrashFolder);
|
|
}
|
|
}
|
|
else if (action == DeRezAction.Return)
|
|
{
|
|
// Dump to lost + found unconditionally
|
|
//
|
|
folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.LostAndFoundFolder);
|
|
}
|
|
|
|
if (folderID == UUID.Zero && folder == null)
|
|
{
|
|
if (action == DeRezAction.Delete)
|
|
{
|
|
// Deletes go to trash by default
|
|
//
|
|
folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.TrashFolder);
|
|
}
|
|
else
|
|
{
|
|
if (remoteClient == null || so.RootPart.OwnerID != remoteClient.AgentId)
|
|
{
|
|
// Taking copy of another person's item. Take to
|
|
// Objects folder.
|
|
folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.Object);
|
|
so.FromFolderID = UUID.Zero;
|
|
}
|
|
else
|
|
{
|
|
// Catch all. Use lost & found
|
|
//
|
|
folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.LostAndFoundFolder);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Override and put into where it came from, if it came
|
|
// from anywhere in inventory and the owner is taking it back.
|
|
//
|
|
if (action == DeRezAction.Take || action == DeRezAction.TakeCopy)
|
|
{
|
|
if (so.FromFolderID != UUID.Zero && so.RootPart.OwnerID == remoteClient.AgentId)
|
|
{
|
|
InventoryFolderBase f = new InventoryFolderBase(so.FromFolderID, userID);
|
|
folder = m_Scene.InventoryService.GetFolder(f);
|
|
|
|
if(folder.Type == 14 || folder.Type == 16)
|
|
{
|
|
// folder.Type = 6;
|
|
folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.Object);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (folder == null) // None of the above
|
|
{
|
|
folder = new InventoryFolderBase(folderID);
|
|
|
|
if (folder == null) // Nowhere to put it
|
|
{
|
|
return null;
|
|
}
|
|
}
|
|
|
|
item = new InventoryItemBase();
|
|
item.ID = UUID.Random();
|
|
item.InvType = (int)InventoryType.Object;
|
|
item.Folder = folder.ID;
|
|
item.Owner = userID;
|
|
}
|
|
|
|
return item;
|
|
}
|
|
|
|
public virtual SceneObjectGroup RezObject(
|
|
IClientAPI remoteClient, UUID itemID, Vector3 RayEnd, Vector3 RayStart,
|
|
UUID RayTargetID, byte BypassRayCast, bool RayEndIsIntersection,
|
|
bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment)
|
|
{
|
|
// m_log.DebugFormat("[INVENTORY ACCESS MODULE]: RezObject for {0}, item {1}", remoteClient.Name, itemID);
|
|
|
|
InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
|
|
item = m_Scene.InventoryService.GetItem(item);
|
|
|
|
if (item == null)
|
|
{
|
|
m_log.WarnFormat(
|
|
"[INVENTORY ACCESS MODULE]: Could not find item {0} for {1} in RezObject()",
|
|
itemID, remoteClient.Name);
|
|
|
|
return null;
|
|
}
|
|
|
|
item.Owner = remoteClient.AgentId;
|
|
|
|
return RezObject(
|
|
remoteClient, item, item.AssetID,
|
|
RayEnd, RayStart, RayTargetID, BypassRayCast, RayEndIsIntersection,
|
|
RezSelected, RemoveItem, fromTaskID, attachment);
|
|
}
|
|
|
|
public virtual SceneObjectGroup RezObject(
|
|
IClientAPI remoteClient, InventoryItemBase item, UUID assetID, Vector3 RayEnd, Vector3 RayStart,
|
|
UUID RayTargetID, byte BypassRayCast, bool RayEndIsIntersection,
|
|
bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment)
|
|
{
|
|
AssetBase rezAsset = m_Scene.AssetService.Get(assetID.ToString());
|
|
|
|
if (rezAsset == null)
|
|
{
|
|
if (item != null)
|
|
{
|
|
m_log.WarnFormat(
|
|
"[InventoryAccessModule]: Could not find asset {0} for item {1} {2} for {3} in RezObject()",
|
|
assetID, item.Name, item.ID, remoteClient.Name);
|
|
}
|
|
else
|
|
{
|
|
m_log.WarnFormat(
|
|
"[INVENTORY ACCESS MODULE]: Could not find asset {0} for {1} in RezObject()",
|
|
assetID, remoteClient.Name);
|
|
}
|
|
|
|
return null;
|
|
}
|
|
|
|
SceneObjectGroup group = null;
|
|
|
|
string xmlData = Utils.BytesToString(rezAsset.Data);
|
|
List<SceneObjectGroup> objlist = new List<SceneObjectGroup>();
|
|
List<Vector3> veclist = new List<Vector3>();
|
|
byte bRayEndIsIntersection = (byte)(RayEndIsIntersection ? 1 : 0);
|
|
Vector3 pos;
|
|
|
|
XmlDocument doc = new XmlDocument();
|
|
doc.LoadXml(xmlData);
|
|
XmlElement e = (XmlElement)doc.SelectSingleNode("/CoalescedObject");
|
|
if (e == null || attachment) // Single
|
|
{
|
|
SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
|
|
|
|
objlist.Add(g);
|
|
veclist.Add(Vector3.Zero);
|
|
|
|
float offsetHeight = 0;
|
|
pos = m_Scene.GetNewRezLocation(
|
|
RayStart, RayEnd, RayTargetID, Quaternion.Identity,
|
|
BypassRayCast, bRayEndIsIntersection, true, g.GetAxisAlignedBoundingBox(out offsetHeight), false);
|
|
pos.Z += offsetHeight;
|
|
}
|
|
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"));
|
|
Vector3 bbox = new Vector3(bx, by, bz);
|
|
|
|
pos = m_Scene.GetNewRezLocation(RayStart, RayEnd,
|
|
RayTargetID, Quaternion.Identity,
|
|
BypassRayCast, bRayEndIsIntersection, true,
|
|
bbox, false);
|
|
|
|
pos -= bbox / 2;
|
|
|
|
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");
|
|
//
|
|
// m_log.DebugFormat(
|
|
// "[INVENTORY ACCESS MODULE]: Converting coalesced object {0} offset <{1}, {2}, {3}>",
|
|
// g.Name, rawX, rawY, rawZ);
|
|
|
|
float x = Convert.ToSingle(rawX);
|
|
float y = Convert.ToSingle(rawY);
|
|
float z = Convert.ToSingle(rawZ);
|
|
veclist.Add(new Vector3(x, y, z));
|
|
}
|
|
}
|
|
|
|
if (item != null && !DoPreRezWhenFromItem(remoteClient, item, objlist, pos, veclist, attachment))
|
|
return null;
|
|
|
|
for (int i = 0; i < objlist.Count; i++)
|
|
{
|
|
group = objlist[i];
|
|
|
|
// m_log.DebugFormat(
|
|
// "[INVENTORY ACCESS MODULE]: Preparing to rez {0} {1} {2} ownermask={3:X} nextownermask={4:X} groupmask={5:X} everyonemask={6:X} for {7}",
|
|
// group.Name, group.LocalId, group.UUID,
|
|
// group.RootPart.OwnerMask, group.RootPart.NextOwnerMask, group.RootPart.GroupMask, group.RootPart.EveryoneMask,
|
|
// remoteClient.Name);
|
|
|
|
// Vector3 storedPosition = group.AbsolutePosition;
|
|
if (group.UUID == UUID.Zero)
|
|
{
|
|
m_log.Debug("[INVENTORY ACCESS MODULE]: Object has UUID.Zero! Position 3");
|
|
}
|
|
|
|
foreach (SceneObjectPart part in group.Parts)
|
|
{
|
|
// Make the rezzer the owner, as this is not necessarily set correctly in the serialized asset.
|
|
part.LastOwnerID = part.OwnerID;
|
|
part.OwnerID = remoteClient.AgentId;
|
|
}
|
|
|
|
if (!attachment)
|
|
{
|
|
// If it's rezzed in world, select it. Much easier to
|
|
// find small items.
|
|
//
|
|
foreach (SceneObjectPart part in group.Parts)
|
|
{
|
|
part.CreateSelected = true;
|
|
}
|
|
}
|
|
|
|
group.ResetIDs();
|
|
|
|
if (attachment)
|
|
{
|
|
group.RootPart.Flags |= PrimFlags.Phantom;
|
|
group.IsAttachment = true;
|
|
}
|
|
|
|
// If we're rezzing an attachment then don't ask
|
|
// AddNewSceneObject() to update the client since
|
|
// we'll be doing that later on. Scheduling more than
|
|
// one full update during the attachment
|
|
// process causes some clients to fail to display the
|
|
// attachment properly.
|
|
m_Scene.AddNewSceneObject(group, true, false);
|
|
|
|
// if attachment we set it's asset id so object updates
|
|
// can reflect that, if not, we set it's position in world.
|
|
if (!attachment)
|
|
{
|
|
group.ScheduleGroupForFullUpdate();
|
|
|
|
group.AbsolutePosition = pos + veclist[i];
|
|
}
|
|
|
|
group.SetGroup(remoteClient.ActiveGroupId, remoteClient);
|
|
|
|
if (!attachment)
|
|
{
|
|
SceneObjectPart rootPart = group.RootPart;
|
|
|
|
if (rootPart.Shape.PCode == (byte)PCode.Prim)
|
|
group.ClearPartAttachmentData();
|
|
|
|
// Fire on_rez
|
|
group.CreateScriptInstances(0, true, m_Scene.DefaultScriptEngine, 1);
|
|
rootPart.ParentGroup.ResumeScripts();
|
|
|
|
rootPart.ScheduleFullUpdate();
|
|
}
|
|
|
|
// m_log.DebugFormat(
|
|
// "[INVENTORY ACCESS MODULE]: Rezzed {0} {1} {2} ownermask={3:X} nextownermask={4:X} groupmask={5:X} everyonemask={6:X} for {7}",
|
|
// group.Name, group.LocalId, group.UUID,
|
|
// group.RootPart.OwnerMask, group.RootPart.NextOwnerMask, group.RootPart.GroupMask, group.RootPart.EveryoneMask,
|
|
// remoteClient.Name);
|
|
}
|
|
|
|
if (item != null)
|
|
DoPostRezWhenFromItem(item, attachment);
|
|
|
|
return group;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Do pre-rez processing when the object comes from an item.
|
|
/// </summary>
|
|
/// <param name="remoteClient"></param>
|
|
/// <param name="item"></param>
|
|
/// <param name="objlist"></param>
|
|
/// <param name="pos"></param>
|
|
/// <param name="veclist">
|
|
/// List of vector position adjustments for a coalesced objects. For ordinary objects
|
|
/// this list will contain just Vector3.Zero. The order of adjustments must match the order of objlist
|
|
/// </param>
|
|
/// <param name="isAttachment"></param>
|
|
/// <returns>true if we can processed with rezzing, false if we need to abort</returns>
|
|
private bool DoPreRezWhenFromItem(
|
|
IClientAPI remoteClient, InventoryItemBase item, List<SceneObjectGroup> objlist,
|
|
Vector3 pos, List<Vector3> veclist, bool isAttachment)
|
|
{
|
|
UUID fromUserInventoryItemId = UUID.Zero;
|
|
|
|
// If we have permission to copy then link the rezzed object back to the user inventory
|
|
// item that it came from. This allows us to enable 'save object to inventory'
|
|
if (!m_Scene.Permissions.BypassPermissions())
|
|
{
|
|
if ((item.CurrentPermissions & (uint)PermissionMask.Copy)
|
|
== (uint)PermissionMask.Copy && (item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0)
|
|
{
|
|
fromUserInventoryItemId = item.ID;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ((item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0)
|
|
{
|
|
// Brave new fullperm world
|
|
fromUserInventoryItemId = item.ID;
|
|
}
|
|
}
|
|
|
|
for (int i = 0; i < objlist.Count; i++)
|
|
{
|
|
SceneObjectGroup g = objlist[i];
|
|
|
|
if (!m_Scene.Permissions.CanRezObject(
|
|
g.PrimCount, remoteClient.AgentId, pos + veclist[i])
|
|
&& !isAttachment)
|
|
{
|
|
// The client operates in no fail mode. It will
|
|
// have already removed the item from the folder
|
|
// if it's no copy.
|
|
// Put it back if it's not an attachment
|
|
//
|
|
if (((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0) && (!isAttachment))
|
|
remoteClient.SendBulkUpdateInventory(item);
|
|
|
|
ILandObject land = m_Scene.LandChannel.GetLandObject(pos.X, pos.Y);
|
|
remoteClient.SendAlertMessage(string.Format(
|
|
"Can't rez object '{0}' at <{1:F3}, {2:F3}, {3:F3}> on parcel '{4}' in region {5}.",
|
|
item.Name, pos.X, pos.Y, pos.Z, land != null ? land.LandData.Name : "Unknown", m_Scene.Name));
|
|
|
|
return false;
|
|
}
|
|
}
|
|
|
|
for (int i = 0; i < objlist.Count; i++)
|
|
{
|
|
SceneObjectGroup so = objlist[i];
|
|
SceneObjectPart rootPart = so.RootPart;
|
|
|
|
// Since renaming the item in the inventory does not
|
|
// affect the name stored in the serialization, transfer
|
|
// the correct name from the inventory to the
|
|
// object itself before we rez.
|
|
//
|
|
// Only do these for the first object if we are rezzing a coalescence.
|
|
if (i == 0)
|
|
{
|
|
rootPart.Name = item.Name;
|
|
rootPart.Description = item.Description;
|
|
rootPart.ObjectSaleType = item.SaleType;
|
|
rootPart.SalePrice = item.SalePrice;
|
|
}
|
|
|
|
so.FromFolderID = item.Folder;
|
|
|
|
// m_log.DebugFormat(
|
|
// "[INVENTORY ACCESS MODULE]: rootPart.OwnedID {0}, item.Owner {1}, item.CurrentPermissions {2:X}",
|
|
// rootPart.OwnerID, item.Owner, item.CurrentPermissions);
|
|
|
|
if ((rootPart.OwnerID != item.Owner) ||
|
|
(item.CurrentPermissions & 16) != 0)
|
|
{
|
|
//Need to kill the for sale here
|
|
rootPart.ObjectSaleType = 0;
|
|
rootPart.SalePrice = 10;
|
|
|
|
if (m_Scene.Permissions.PropagatePermissions())
|
|
{
|
|
foreach (SceneObjectPart part in so.Parts)
|
|
{
|
|
if ((item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0)
|
|
{
|
|
part.EveryoneMask = item.EveryOnePermissions;
|
|
part.NextOwnerMask = item.NextPermissions;
|
|
}
|
|
part.GroupMask = 0; // DO NOT propagate here
|
|
}
|
|
|
|
so.ApplyNextOwnerPermissions();
|
|
}
|
|
}
|
|
|
|
foreach (SceneObjectPart part in so.Parts)
|
|
{
|
|
part.FromUserInventoryItemID = fromUserInventoryItemId;
|
|
|
|
if ((part.OwnerID != item.Owner) ||
|
|
(item.CurrentPermissions & 16) != 0)
|
|
{
|
|
part.Inventory.ChangeInventoryOwner(item.Owner);
|
|
part.GroupMask = 0; // DO NOT propagate here
|
|
}
|
|
|
|
part.EveryoneMask = item.EveryOnePermissions;
|
|
part.NextOwnerMask = item.NextPermissions;
|
|
}
|
|
|
|
rootPart.TrimPermissions();
|
|
|
|
if (isAttachment)
|
|
so.FromItemID = item.ID;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Do post-rez processing when the object comes from an item.
|
|
/// </summary>
|
|
/// <param name="item"></param>
|
|
/// <param name="isAttachment"></param>
|
|
private void DoPostRezWhenFromItem(InventoryItemBase item, bool isAttachment)
|
|
{
|
|
if (!m_Scene.Permissions.BypassPermissions())
|
|
{
|
|
if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
|
|
{
|
|
// If this is done on attachments, no
|
|
// copy ones will be lost, so avoid it
|
|
//
|
|
if (!isAttachment)
|
|
{
|
|
List<UUID> uuids = new List<UUID>();
|
|
uuids.Add(item.ID);
|
|
m_Scene.InventoryService.DeleteItems(item.Owner, uuids);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
protected void AddUserData(SceneObjectGroup sog)
|
|
{
|
|
UserManagementModule.AddUser(sog.RootPart.CreatorID, sog.RootPart.CreatorData);
|
|
foreach (SceneObjectPart sop in sog.Parts)
|
|
UserManagementModule.AddUser(sop.CreatorID, sop.CreatorData);
|
|
}
|
|
|
|
public virtual void TransferInventoryAssets(InventoryItemBase item, UUID sender, UUID receiver)
|
|
{
|
|
}
|
|
|
|
public virtual bool CanGetAgentInventoryItem(IClientAPI remoteClient, UUID itemID, UUID requestID)
|
|
{
|
|
InventoryItemBase assetRequestItem = GetItem(remoteClient.AgentId, itemID);
|
|
|
|
if (assetRequestItem == null)
|
|
{
|
|
ILibraryService lib = m_Scene.RequestModuleInterface<ILibraryService>();
|
|
|
|
if (lib != null)
|
|
assetRequestItem = lib.LibraryRootFolder.FindItem(itemID);
|
|
|
|
if (assetRequestItem == null)
|
|
return false;
|
|
}
|
|
|
|
// At this point, we need to apply perms
|
|
// only to notecards and scripts. All
|
|
// other asset types are always available
|
|
//
|
|
if (assetRequestItem.AssetType == (int)AssetType.LSLText)
|
|
{
|
|
if (!m_Scene.Permissions.CanViewScript(itemID, UUID.Zero, remoteClient.AgentId))
|
|
{
|
|
remoteClient.SendAgentAlertMessage("Insufficient permissions to view script", false);
|
|
return false;
|
|
}
|
|
}
|
|
else if (assetRequestItem.AssetType == (int)AssetType.Notecard)
|
|
{
|
|
if (!m_Scene.Permissions.CanViewNotecard(itemID, UUID.Zero, remoteClient.AgentId))
|
|
{
|
|
remoteClient.SendAgentAlertMessage("Insufficient permissions to view notecard", false);
|
|
return false;
|
|
}
|
|
}
|
|
|
|
if (assetRequestItem.AssetID != requestID)
|
|
{
|
|
m_log.WarnFormat(
|
|
"[INVENTORY ACCESS MODULE]: {0} requested asset {1} from item {2} but this does not match item's asset {3}",
|
|
Name, requestID, itemID, assetRequestItem.AssetID);
|
|
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
public virtual bool IsForeignUser(UUID userID, out string assetServerURL)
|
|
{
|
|
assetServerURL = string.Empty;
|
|
return false;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Misc
|
|
|
|
/// <summary>
|
|
/// Create a new asset data structure.
|
|
/// </summary>
|
|
/// <param name="name"></param>
|
|
/// <param name="description"></param>
|
|
/// <param name="invType"></param>
|
|
/// <param name="assetType"></param>
|
|
/// <param name="data"></param>
|
|
/// <returns></returns>
|
|
private AssetBase CreateAsset(string name, string description, sbyte assetType, byte[] data, string creatorID)
|
|
{
|
|
AssetBase asset = new AssetBase(UUID.Random(), name, assetType, creatorID);
|
|
asset.Description = description;
|
|
asset.Data = (data == null) ? new byte[1] : data;
|
|
|
|
return asset;
|
|
}
|
|
|
|
protected virtual InventoryItemBase GetItem(UUID agentID, UUID itemID)
|
|
{
|
|
IInventoryService invService = m_Scene.RequestModuleInterface<IInventoryService>();
|
|
InventoryItemBase item = new InventoryItemBase(itemID, agentID);
|
|
item = invService.GetItem(item);
|
|
|
|
if (item != null && item.CreatorData != null && item.CreatorData != string.Empty)
|
|
UserManagementModule.AddUser(item.CreatorIdAsUuid, item.CreatorData);
|
|
|
|
return item;
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|