OpenSimMirror/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs

1601 lines
60 KiB
C#

/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Text;
using System.Xml;
using System.IO;
using System.Collections.Generic;
using System.Collections;
using System.Reflection;
using System.Threading;
using OpenMetaverse;
using log4net;
using OpenSim.Framework;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes.Scripting;
using OpenSim.Region.Framework.Scenes.Serialization;
using PermissionMask = OpenSim.Framework.PermissionMask;
namespace OpenSim.Region.Framework.Scenes
{
public class SceneObjectPartInventory : IEntityInventory
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private byte[] m_inventoryFileData = new byte[0];
private byte[] m_inventoryFileNameBytes = new byte[0];
private string m_inventoryFileName = "";
private uint m_inventoryFileNameSerial = 0;
private bool m_inventoryPrivileged = false;
private object m_inventoryFileLock = new object();
private Dictionary<UUID, ArrayList> m_scriptErrors = new Dictionary<UUID, ArrayList>();
/// <value>
/// The part to which the inventory belongs.
/// </value>
private SceneObjectPart m_part;
/// <summary>
/// Serial count for inventory file , used to tell if inventory has changed
/// no need for this to be part of Database backup
/// </summary>
protected uint m_inventorySerial = 0;
/// <summary>
/// Holds in memory prim inventory
/// </summary>
protected TaskInventoryDictionary m_items = new TaskInventoryDictionary();
/// <summary>
/// Tracks whether inventory has changed since the last persistent backup
/// </summary>
internal bool HasInventoryChanged;
/// <value>
/// Inventory serial number
/// </value>
protected internal uint Serial
{
get { return m_inventorySerial; }
set { m_inventorySerial = value; }
}
/// <value>
/// Raw inventory data
/// </value>
protected internal TaskInventoryDictionary Items
{
get
{
return m_items;
}
set
{
m_items = value;
m_inventorySerial++;
QueryScriptStates();
}
}
public int Count
{
get
{
lock (m_items)
return m_items.Count;
}
}
/// <summary>
/// Constructor
/// </summary>
/// <param name="part">
/// A <see cref="SceneObjectPart"/>
/// </param>
public SceneObjectPartInventory(SceneObjectPart part)
{
m_part = part;
}
/// <summary>
/// Force the task inventory of this prim to persist at the next update sweep
/// </summary>
public void ForceInventoryPersistence()
{
HasInventoryChanged = true;
}
/// <summary>
/// Reset UUIDs for all the items in the prim's inventory.
/// </summary>
/// <remarks>
/// This involves either generating
/// new ones or setting existing UUIDs to the correct parent UUIDs.
///
/// If this method is called and there are inventory items, then we regard the inventory as having changed.
/// </remarks>
public void ResetInventoryIDs()
{
if (m_part == null)
return;
m_items.LockItemsForWrite(true);
if (m_items.Count == 0)
{
m_items.LockItemsForWrite(false);
return;
}
UUID partID = m_part.UUID;
IList<TaskInventoryItem> items = new List<TaskInventoryItem>(m_items.Values);
m_items.Clear();
foreach (TaskInventoryItem item in items)
{
item.ResetIDs(partID);
m_items.Add(item.ItemID, item);
}
m_inventorySerial++;
m_items.LockItemsForWrite(false);
}
public void ResetObjectID()
{
if (m_part == null)
return;
m_items.LockItemsForWrite(true);
if (m_items.Count == 0)
{
m_items.LockItemsForWrite(false);
return;
}
IList<TaskInventoryItem> items = new List<TaskInventoryItem>(m_items.Values);
m_items.Clear();
UUID partID = m_part.UUID;
foreach (TaskInventoryItem item in items)
{
item.ParentPartID = partID;
item.ParentID = partID;
m_items.Add(item.ItemID, item);
}
m_inventorySerial++;
m_items.LockItemsForWrite(false);
}
/// <summary>
/// Change every item in this inventory to a new owner.
/// </summary>
/// <param name="ownerId"></param>
public void ChangeInventoryOwner(UUID ownerId)
{
if(m_part == null)
return;
m_items.LockItemsForWrite(true);
if (m_items.Count == 0)
{
m_items.LockItemsForWrite(false);
return;
}
foreach (TaskInventoryItem item in m_items.Values)
{
if (ownerId != item.OwnerID)
item.LastOwnerID = item.OwnerID;
item.OwnerID = ownerId;
item.PermsMask = 0;
item.PermsGranter = UUID.Zero;
item.OwnerChanged = true;
}
HasInventoryChanged = true;
m_part.ParentGroup.HasGroupChanged = true;
m_inventorySerial++;
m_items.LockItemsForWrite(false);
}
/// <summary>
/// Change every item in this inventory to a new group.
/// </summary>
/// <param name="groupID"></param>
public void ChangeInventoryGroup(UUID groupID)
{
if(m_part == null)
return;
m_items.LockItemsForWrite(true);
if (m_items.Count == 0)
{
m_items.LockItemsForWrite(false);
return;
}
m_inventorySerial++;
// Don't let this set the HasGroupChanged flag for attachments
// as this happens during rez and we don't want a new asset
// for each attachment each time
if (!m_part.ParentGroup.IsAttachment)
{
HasInventoryChanged = true;
m_part.ParentGroup.HasGroupChanged = true;
}
foreach (TaskInventoryItem item in m_items.Values)
item.GroupID = groupID;
m_items.LockItemsForWrite(false);
}
private void QueryScriptStates()
{
if (m_part == null || m_part.ParentGroup == null || m_part.ParentGroup.Scene == null)
return;
m_items.LockItemsForRead(true);
foreach (TaskInventoryItem item in m_items.Values)
{
if (item.InvType == (int)InventoryType.LSL)
{
bool running;
if (TryGetScriptInstanceRunning(m_part.ParentGroup.Scene, item, out running))
item.ScriptRunning = running;
}
}
m_items.LockItemsForRead(false);
}
public bool TryGetScriptInstanceRunning(UUID itemId, out bool running)
{
running = false;
TaskInventoryItem item = GetInventoryItem(itemId);
if (item == null)
return false;
return TryGetScriptInstanceRunning(m_part.ParentGroup.Scene, item, out running);
}
public static bool TryGetScriptInstanceRunning(Scene scene, TaskInventoryItem item, out bool running)
{
running = false;
if (item.InvType != (int)InventoryType.LSL)
return false;
IScriptModule[] engines = scene.RequestModuleInterfaces<IScriptModule>();
if (engines == null) // No engine at all
return false;
foreach (IScriptModule e in engines)
{
if (e.HasScript(item.ItemID, out running))
return true;
}
return false;
}
public int CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource)
{
int scriptsValidForStarting = 0;
List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL);
foreach (TaskInventoryItem item in scripts)
if (CreateScriptInstance(item, startParam, postOnRez, engine, stateSource))
scriptsValidForStarting++;
return scriptsValidForStarting;
}
public ArrayList GetScriptErrors(UUID itemID)
{
ArrayList ret = new ArrayList();
IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>();
foreach (IScriptModule e in engines)
{
if (e != null)
{
ArrayList errors = e.GetScriptErrors(itemID);
foreach (Object line in errors)
ret.Add(line);
}
}
return ret;
}
/// <summary>
/// Stop and remove all the scripts in this prim.
/// </summary>
/// <param name="sceneObjectBeingDeleted">
/// Should be true if these scripts are being removed because the scene
/// object is being deleted. This will prevent spurious updates to the client.
/// </param>
public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
{
List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL);
foreach (TaskInventoryItem item in scripts)
{
RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
m_part.RemoveScriptEvents(item.ItemID);
}
}
/// <summary>
/// Stop all the scripts in this prim.
/// </summary>
public void StopScriptInstances()
{
List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL);
foreach (TaskInventoryItem item in scripts)
StopScriptInstance(item);
}
/// <summary>
/// Start a script which is in this prim's inventory.
/// </summary>
/// <param name="item"></param>
/// <returns>true if the script instance was created, false otherwise</returns>
public bool CreateScriptInstance(TaskInventoryItem item, int startParam, bool postOnRez, string engine, int stateSource)
{
// m_log.DebugFormat("[PRIM INVENTORY]: Starting script {0} {1} in prim {2} {3} in {4}",
// item.Name, item.ItemID, m_part.Name, m_part.UUID, m_part.ParentGroup.Scene.RegionInfo.RegionName);
if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item, m_part))
{
StoreScriptError(item.ItemID, "no permission");
return false;
}
m_part.AddFlag(PrimFlags.Scripted);
if (m_part.ParentGroup.Scene.RegionInfo.RegionSettings.DisableScripts)
return false;
if (stateSource == 2 && // Prim crossing
m_part.ParentGroup.Scene.m_trustBinaries)
{
m_items.LockItemsForWrite(true);
m_items[item.ItemID].PermsMask = 0;
m_items[item.ItemID].PermsGranter = UUID.Zero;
m_items.LockItemsForWrite(false);
m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
StoreScriptErrors(item.ItemID, null);
m_part.ParentGroup.AddActiveScriptCount(1);
m_part.ScheduleFullUpdate();
return true;
}
AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
if (null == asset)
{
string msg = String.Format("asset ID {0} could not be found", item.AssetID);
StoreScriptError(item.ItemID, msg);
m_log.ErrorFormat(
"[PRIM INVENTORY]: Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found",
item.Name, item.ItemID, m_part.AbsolutePosition,
m_part.ParentGroup.Scene.RegionInfo.RegionName, item.AssetID);
return false;
}
else
{
if (m_part.ParentGroup.m_savedScriptState != null)
item.OldItemID = RestoreSavedScriptState(item.LoadedItemID, item.OldItemID, item.ItemID);
m_items.LockItemsForWrite(true);
m_items[item.ItemID].OldItemID = item.OldItemID;
m_items[item.ItemID].PermsMask = 0;
m_items[item.ItemID].PermsGranter = UUID.Zero;
m_items.LockItemsForWrite(false);
string script = Utils.BytesToString(asset.Data);
m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
StoreScriptErrors(item.ItemID, null);
if (!item.ScriptRunning)
m_part.ParentGroup.Scene.EventManager.TriggerStopScript(
m_part.LocalId, item.ItemID);
m_part.ParentGroup.AddActiveScriptCount(1);
m_part.ScheduleFullUpdate();
return true;
}
}
private UUID RestoreSavedScriptState(UUID loadedID, UUID oldID, UUID newID)
{
// m_log.DebugFormat(
// "[PRIM INVENTORY]: Restoring scripted state for item {0}, oldID {1}, loadedID {2}",
// newID, oldID, loadedID);
IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>();
if (engines.Length == 0) // No engine at all
return oldID;
UUID stateID = oldID;
if (!m_part.ParentGroup.m_savedScriptState.ContainsKey(oldID))
stateID = loadedID;
if (m_part.ParentGroup.m_savedScriptState.ContainsKey(stateID))
{
XmlDocument doc = new XmlDocument();
doc.LoadXml(m_part.ParentGroup.m_savedScriptState[stateID]);
////////// CRUFT WARNING ///////////////////////////////////
//
// Old objects will have <ScriptState><State> ...
// This format is XEngine ONLY
//
// New objects have <State Engine="...." ...><ScriptState>...
// This can be passed to any engine
//
XmlNode n = doc.SelectSingleNode("ScriptState");
if (n != null) // Old format data
{
XmlDocument newDoc = new XmlDocument();
XmlElement rootN = newDoc.CreateElement("", "State", "");
XmlAttribute uuidA = newDoc.CreateAttribute("", "UUID", "");
uuidA.Value = stateID.ToString();
rootN.Attributes.Append(uuidA);
XmlAttribute engineA = newDoc.CreateAttribute("", "Engine", "");
engineA.Value = "XEngine";
rootN.Attributes.Append(engineA);
newDoc.AppendChild(rootN);
XmlNode stateN = newDoc.ImportNode(n, true);
rootN.AppendChild(stateN);
// This created document has only the minimun data
// necessary for XEngine to parse it successfully
// m_log.DebugFormat("[PRIM INVENTORY]: Adding legacy state {0} in {1}", stateID, newID);
m_part.ParentGroup.m_savedScriptState[stateID] = newDoc.OuterXml;
}
foreach (IScriptModule e in engines)
{
if (e != null)
{
if (e.SetXMLState(newID, m_part.ParentGroup.m_savedScriptState[stateID]))
break;
}
}
m_part.ParentGroup.m_savedScriptState.Remove(stateID);
}
return stateID;
}
/// <summary>
/// Start a script which is in this prim's inventory.
/// Some processing may occur in the background, but this routine returns asap.
/// </summary>
/// <param name="itemId">
/// A <see cref="UUID"/>
/// </param>
public bool CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
{
lock (m_scriptErrors)
{
// Indicate to CreateScriptInstanceInternal() we don't want it to wait for completion
m_scriptErrors.Remove(itemId);
}
CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
return true;
}
private void CreateScriptInstanceInternal(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
{
m_items.LockItemsForRead(true);
if (m_items.ContainsKey(itemId))
{
TaskInventoryItem it = m_items[itemId];
m_items.LockItemsForRead(false);
CreateScriptInstance(it, startParam, postOnRez, engine, stateSource);
}
else
{
m_items.LockItemsForRead(false);
string msg = String.Format("couldn't be found for prim {0}, {1} at {2} in {3}", m_part.Name, m_part.UUID,
m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
StoreScriptError(itemId, msg);
m_log.ErrorFormat(
"[PRIM INVENTORY]: " +
"Couldn't start script with ID {0} since it {1}", itemId, msg);
}
}
/// <summary>
/// Start a script which is in this prim's inventory and return any compilation error messages.
/// </summary>
/// <param name="itemId">
/// A <see cref="UUID"/>
/// </param>
public ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
{
ArrayList errors;
// Indicate to CreateScriptInstanceInternal() we want it to
// post any compilation/loading error messages
lock (m_scriptErrors)
{
m_scriptErrors[itemId] = null;
}
// Perform compilation/loading
CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
// Wait for and retrieve any errors
lock (m_scriptErrors)
{
while ((errors = m_scriptErrors[itemId]) == null)
{
if (!System.Threading.Monitor.Wait(m_scriptErrors, 15000))
{
m_log.ErrorFormat(
"[PRIM INVENTORY]: " +
"timedout waiting for script {0} errors", itemId);
errors = m_scriptErrors[itemId];
if (errors == null)
{
errors = new ArrayList(1);
errors.Add("timedout waiting for errors");
}
break;
}
}
m_scriptErrors.Remove(itemId);
}
return errors;
}
// Signal to CreateScriptInstanceEr() that compilation/loading is complete
private void StoreScriptErrors(UUID itemId, ArrayList errors)
{
lock (m_scriptErrors)
{
// If compilation/loading initiated via CreateScriptInstance(),
// it does not want the errors, so just get out
if (!m_scriptErrors.ContainsKey(itemId))
{
return;
}
// Initiated via CreateScriptInstanceEr(), if we know what the
// errors are, save them and wake CreateScriptInstanceEr().
if (errors != null)
{
m_scriptErrors[itemId] = errors;
System.Threading.Monitor.PulseAll(m_scriptErrors);
return;
}
}
// Initiated via CreateScriptInstanceEr() but we don't know what
// the errors are yet, so retrieve them from the script engine.
// This may involve some waiting internal to GetScriptErrors().
errors = GetScriptErrors(itemId);
// Get a default non-null value to indicate success.
if (errors == null)
{
errors = new ArrayList();
}
// Post to CreateScriptInstanceEr() and wake it up
lock (m_scriptErrors)
{
m_scriptErrors[itemId] = errors;
System.Threading.Monitor.PulseAll(m_scriptErrors);
}
}
// Like StoreScriptErrors(), but just posts a single string message
private void StoreScriptError(UUID itemId, string message)
{
ArrayList errors = new ArrayList(1);
errors.Add(message);
StoreScriptErrors(itemId, errors);
}
/// <summary>
/// Stop and remove a script which is in this prim's inventory.
/// </summary>
/// <param name="itemId"></param>
/// <param name="sceneObjectBeingDeleted">
/// Should be true if this script is being removed because the scene
/// object is being deleted. This will prevent spurious updates to the client.
/// </param>
public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted)
{
if (m_items.ContainsKey(itemId))
{
if (!sceneObjectBeingDeleted)
m_part.RemoveScriptEvents(itemId);
m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemId);
m_part.ParentGroup.AddActiveScriptCount(-1);
}
else
{
m_log.WarnFormat(
"[PRIM INVENTORY]: " +
"Couldn't stop script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}",
itemId, m_part.Name, m_part.UUID,
m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
}
}
/// <summary>
/// Stop a script which is in this prim's inventory.
/// </summary>
/// <param name="itemId"></param>
/// <param name="sceneObjectBeingDeleted">
/// Should be true if this script is being removed because the scene
/// object is being deleted. This will prevent spurious updates to the client.
/// </param>
public void StopScriptInstance(UUID itemId)
{
TaskInventoryItem scriptItem;
lock (m_items)
m_items.TryGetValue(itemId, out scriptItem);
if (scriptItem != null)
{
StopScriptInstance(scriptItem);
}
else
{
m_log.WarnFormat(
"[PRIM INVENTORY]: " +
"Couldn't stop script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}",
itemId, m_part.Name, m_part.UUID,
m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
}
}
/// <summary>
/// Stop a script which is in this prim's inventory.
/// </summary>
/// <param name="itemId"></param>
/// <param name="sceneObjectBeingDeleted">
/// Should be true if this script is being removed because the scene
/// object is being deleted. This will prevent spurious updates to the client.
/// </param>
public void StopScriptInstance(TaskInventoryItem item)
{
if (m_part.ParentGroup.Scene != null)
m_part.ParentGroup.Scene.EventManager.TriggerStopScript(m_part.LocalId, item.ItemID);
// At the moment, even stopped scripts are counted as active, which is probably wrong.
// m_part.ParentGroup.AddActiveScriptCount(-1);
}
/// <summary>
/// Check if the inventory holds an item with a given name.
/// </summary>
/// <param name="name"></param>
/// <returns></returns>
private bool InventoryContainsName(string name)
{
m_items.LockItemsForRead(true);
foreach (TaskInventoryItem item in m_items.Values)
{
if (item.Name == name)
{
m_items.LockItemsForRead(false);
return true;
}
}
m_items.LockItemsForRead(false);
return false;
}
/// <summary>
/// For a given item name, return that name if it is available. Otherwise, return the next available
/// similar name (which is currently the original name with the next available numeric suffix).
/// </summary>
/// <param name="name"></param>
/// <returns></returns>
private string FindAvailableInventoryName(string name)
{
if (!InventoryContainsName(name))
return name;
int suffix=1;
while (suffix < 256)
{
string tryName=String.Format("{0} {1}", name, suffix);
if (!InventoryContainsName(tryName))
return tryName;
suffix++;
}
return String.Empty;
}
/// <summary>
/// Add an item to this prim's inventory. If an item with the same name already exists, then an alternative
/// name is chosen.
/// </summary>
/// <param name="item"></param>
public void AddInventoryItem(TaskInventoryItem item, bool allowedDrop)
{
AddInventoryItem(item.Name, item, allowedDrop);
}
/// <summary>
/// Add an item to this prim's inventory. If an item with the same name already exists, it is replaced.
/// </summary>
/// <param name="item"></param>
public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
{
m_items.LockItemsForRead(true);
List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values);
m_items.LockItemsForRead(false);
foreach (TaskInventoryItem i in il)
{
if (i.Name == item.Name)
{
if (i.InvType == (int)InventoryType.LSL)
RemoveScriptInstance(i.ItemID, false);
RemoveInventoryItem(i.ItemID);
break;
}
}
AddInventoryItem(item.Name, item, allowedDrop);
}
/// <summary>
/// Add an item to this prim's inventory.
/// </summary>
/// <param name="name">The name that the new item should have.</param>
/// <param name="item">
/// The item itself. The name within this structure is ignored in favour of the name
/// given in this method's arguments
/// </param>
/// <param name="allowedDrop">
/// Item was only added to inventory because AllowedDrop is set
/// </param>
protected void AddInventoryItem(string name, TaskInventoryItem item, bool allowedDrop)
{
name = FindAvailableInventoryName(name);
if (name == String.Empty)
return;
item.ParentID = m_part.UUID;
item.ParentPartID = m_part.UUID;
item.Name = name;
item.GroupID = m_part.GroupID;
m_items.LockItemsForWrite(true);
m_items.Add(item.ItemID, item);
m_items.LockItemsForWrite(false);
if (allowedDrop)
m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP, item.ItemID);
else
m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
m_part.AggregateInnerPerms();
m_inventorySerial++;
HasInventoryChanged = true;
m_part.ParentGroup.HasGroupChanged = true;
}
/// <summary>
/// Restore a whole collection of items to the prim's inventory at once.
/// We assume that the items already have all their fields correctly filled out.
/// The items are not flagged for persistence to the database, since they are being restored
/// from persistence rather than being newly added.
/// </summary>
/// <param name="items"></param>
public void RestoreInventoryItems(ICollection<TaskInventoryItem> items)
{
m_items.LockItemsForWrite(true);
foreach (TaskInventoryItem item in items)
{
m_items.Add(item.ItemID, item);
// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
}
m_items.LockItemsForWrite(false);
m_part.AggregateInnerPerms();
m_inventorySerial++;
}
/// <summary>
/// Returns an existing inventory item. Returns the original, so any changes will be live.
/// </summary>
/// <param name="itemID"></param>
/// <returns>null if the item does not exist</returns>
public TaskInventoryItem GetInventoryItem(UUID itemId)
{
TaskInventoryItem item;
m_items.LockItemsForRead(true);
m_items.TryGetValue(itemId, out item);
m_items.LockItemsForRead(false);
return item;
}
public TaskInventoryItem GetInventoryItem(string name)
{
m_items.LockItemsForRead(true);
foreach (TaskInventoryItem item in m_items.Values)
{
if (item.Name == name)
{
m_items.LockItemsForRead(false);
return item;
}
}
m_items.LockItemsForRead(false);
return null;
}
public List<TaskInventoryItem> GetInventoryItems(string name)
{
List<TaskInventoryItem> items = new List<TaskInventoryItem>();
m_items.LockItemsForRead(true);
foreach (TaskInventoryItem item in m_items.Values)
{
if (item.Name == name)
items.Add(item);
}
m_items.LockItemsForRead(false);
return items;
}
public bool GetRezReadySceneObjects(TaskInventoryItem item, out List<SceneObjectGroup> objlist, out List<Vector3> veclist, out Vector3 bbox, out float offsetHeight)
{
AssetBase rezAsset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
if (null == rezAsset)
{
m_log.WarnFormat(
"[PRIM INVENTORY]: Could not find asset {0} for inventory item {1} in {2}",
item.AssetID, item.Name, m_part.Name);
objlist = null;
veclist = null;
bbox = Vector3.Zero;
offsetHeight = 0;
return false;
}
bool single = m_part.ParentGroup.Scene.GetObjectsToRez(rezAsset.Data, false, out objlist, out veclist, out bbox, out offsetHeight);
for (int i = 0; i < objlist.Count; i++)
{
SceneObjectGroup group = objlist[i];
/*
group.RootPart.AttachPoint = group.RootPart.Shape.State;
group.RootPart.AttachedPos = group.AbsolutePosition;
group.RootPart.AttachRotation = group.GroupRotation;
*/
group.ResetIDs();
SceneObjectPart rootPart = group.GetPart(group.UUID);
// Since renaming the item in the inventory does not affect the name stored
// in the serialization, transfer the correct name from the inventory to the
// object itself before we rez.
// Only do these for the first object if we are rezzing a coalescence.
// nahh dont mess with coalescence objects,
// the name in inventory can be change for inventory purpuses only
if (objlist.Count == 1)
{
rootPart.Name = item.Name;
rootPart.Description = item.Description;
}
/* reverted to old code till part.ApplyPermissionsOnRez is better reviewed/fixed
group.SetGroup(m_part.GroupID, null);
foreach (SceneObjectPart part in group.Parts)
{
// Convert between InventoryItem classes. You can never have too many similar but slightly different classes :)
InventoryItemBase dest = new InventoryItemBase(item.ItemID, item.OwnerID);
dest.BasePermissions = item.BasePermissions;
dest.CurrentPermissions = item.CurrentPermissions;
dest.EveryOnePermissions = item.EveryonePermissions;
dest.GroupPermissions = item.GroupPermissions;
dest.NextPermissions = item.NextPermissions;
dest.Flags = item.Flags;
part.ApplyPermissionsOnRez(dest, false, m_part.ParentGroup.Scene);
}
*/
// old code start
SceneObjectPart[] partList = group.Parts;
group.SetGroup(m_part.GroupID, null);
if ((rootPart.OwnerID != item.OwnerID) || (item.CurrentPermissions & (uint)PermissionMask.Slam) != 0 || (item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0)
{
if (m_part.ParentGroup.Scene.Permissions.PropagatePermissions())
{
foreach (SceneObjectPart part in partList)
{
if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0)
part.EveryoneMask = item.EveryonePermissions;
if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0)
part.NextOwnerMask = item.NextPermissions;
if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteGroup) != 0)
part.GroupMask = item.GroupPermissions;
}
group.ApplyNextOwnerPermissions();
}
}
foreach (SceneObjectPart part in partList)
{
if ((part.OwnerID != item.OwnerID) || (item.CurrentPermissions & (uint)PermissionMask.Slam) != 0 || (item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0)
{
if(part.GroupID != part.OwnerID)
part.LastOwnerID = part.OwnerID;
part.OwnerID = item.OwnerID;
part.Inventory.ChangeInventoryOwner(item.OwnerID);
}
if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0)
part.EveryoneMask = item.EveryonePermissions;
if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0)
part.NextOwnerMask = item.NextPermissions;
if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteGroup) != 0)
part.GroupMask = item.GroupPermissions;
}
// old code end
rootPart.TrimPermissions();
group.InvalidateDeepEffectivePerms();
}
return true;
}
/// <summary>
/// Update an existing inventory item.
/// </summary>
/// <param name="item">The updated item. An item with the same id must already exist
/// in this prim's inventory.</param>
/// <returns>false if the item did not exist, true if the update occurred successfully</returns>
public bool UpdateInventoryItem(TaskInventoryItem item)
{
return UpdateInventoryItem(item, true, true);
}
public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents)
{
return UpdateInventoryItem(item, fireScriptEvents, true);
}
public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged)
{
m_items.LockItemsForWrite(true);
if (m_items.ContainsKey(item.ItemID))
{
// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name);
item.ParentID = m_part.UUID;
item.ParentPartID = m_part.UUID;
// If group permissions have been set on, check that the groupID is up to date in case it has
// changed since permissions were last set.
if (item.GroupPermissions != (uint)PermissionMask.None)
item.GroupID = m_part.GroupID;
if(item.OwnerID == UUID.Zero) // viewer to internal enconding of group owned
item.OwnerID = item.GroupID;
if (item.AssetID == UUID.Zero)
item.AssetID = m_items[item.ItemID].AssetID;
m_items[item.ItemID] = item;
m_inventorySerial++;
if (fireScriptEvents)
m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
if (considerChanged)
{
m_part.ParentGroup.InvalidateDeepEffectivePerms();
HasInventoryChanged = true;
m_part.ParentGroup.HasGroupChanged = true;
}
m_items.LockItemsForWrite(false);
return true;
}
else
{
m_log.ErrorFormat(
"[PRIM INVENTORY]: " +
"Tried to retrieve item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory",
item.ItemID, m_part.Name, m_part.UUID,
m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
}
m_items.LockItemsForWrite(false);
return false;
}
/// <summary>
/// Remove an item from this prim's inventory
/// </summary>
/// <param name="itemID"></param>
/// <returns>Numeric asset type of the item removed. Returns -1 if the item did not exist
/// in this prim's inventory.</returns>
public int RemoveInventoryItem(UUID itemID)
{
m_items.LockItemsForRead(true);
if (m_items.ContainsKey(itemID))
{
int type = m_items[itemID].InvType;
m_items.LockItemsForRead(false);
if (type == (int)InventoryType.LSL) // Script
{
m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID);
}
m_items.LockItemsForWrite(true);
m_items.Remove(itemID);
m_items.LockItemsForWrite(false);
m_part.ParentGroup.InvalidateDeepEffectivePerms();
m_inventorySerial++;
m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
HasInventoryChanged = true;
m_part.ParentGroup.HasGroupChanged = true;
int scriptcount = 0;
m_items.LockItemsForRead(true);
foreach (TaskInventoryItem item in m_items.Values)
{
if (item.Type == (int)InventoryType.LSL)
{
scriptcount++;
}
}
m_items.LockItemsForRead(false);
if (scriptcount <= 0)
{
m_part.RemFlag(PrimFlags.Scripted);
}
m_part.ScheduleFullUpdate();
return type;
}
else
{
m_items.LockItemsForRead(false);
m_log.ErrorFormat(
"[PRIM INVENTORY]: " +
"Tried to remove item ID {0} from prim {1}, {2} but the item does not exist in this inventory",
itemID, m_part.Name, m_part.UUID);
}
return -1;
}
/// <summary>
/// Serialize all the metadata for the items in this prim's inventory ready for sending to the client
/// </summary>
/// <param name="xferManager"></param>
public void RequestInventoryFile(IClientAPI client, IXfer xferManager)
{
lock (m_inventoryFileLock)
{
bool changed = false;
m_items.LockItemsForRead(true);
if (m_inventorySerial == 0) // No inventory
{
m_items.LockItemsForRead(false);
client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
return;
}
if (m_items.Count == 0) // No inventory
{
m_items.LockItemsForRead(false);
client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
return;
}
if (m_inventoryFileNameSerial != m_inventorySerial)
{
m_inventoryFileNameSerial = m_inventorySerial;
changed = true;
}
m_items.LockItemsForRead(false);
if (m_inventoryFileData.Length < 2)
changed = true;
bool includeAssets = false;
if (m_part.ParentGroup.Scene.Permissions.CanEditObjectInventory(m_part.UUID, client.AgentId))
includeAssets = true;
if (m_inventoryPrivileged != includeAssets)
changed = true;
if (!changed)
{
xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData);
client.SendTaskInventory(m_part.UUID, (short)m_inventoryFileNameSerial,
m_inventoryFileNameBytes);
return;
}
m_inventoryPrivileged = includeAssets;
InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
m_items.LockItemsForRead(true);
foreach (TaskInventoryItem item in m_items.Values)
{
UUID ownerID = item.OwnerID;
UUID groupID = item.GroupID;
uint everyoneMask = item.EveryonePermissions;
uint baseMask = item.BasePermissions;
uint ownerMask = item.CurrentPermissions;
uint groupMask = item.GroupPermissions;
invString.AddItemStart();
invString.AddNameValueLine("item_id", item.ItemID.ToString());
invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
invString.AddPermissionsStart();
invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask));
invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask));
invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask));
invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString());
invString.AddNameValueLine("group_id",groupID.ToString());
if(groupID != UUID.Zero && ownerID == groupID)
{
invString.AddNameValueLine("owner_id", UUID.Zero.ToString());
invString.AddNameValueLine("group_owned","1");
}
else
{
invString.AddNameValueLine("owner_id", ownerID.ToString());
invString.AddNameValueLine("group_owned","0");
}
invString.AddSectionEnd();
if (includeAssets)
invString.AddNameValueLine("asset_id", item.AssetID.ToString());
else
invString.AddNameValueLine("asset_id", UUID.Zero.ToString());
invString.AddNameValueLine("type", Utils.AssetTypeToString((AssetType)item.Type));
invString.AddNameValueLine("inv_type", Utils.InventoryTypeToString((InventoryType)item.InvType));
invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
invString.AddSaleStart();
invString.AddNameValueLine("sale_type", "not");
invString.AddNameValueLine("sale_price", "0");
invString.AddSectionEnd();
invString.AddNameValueLine("name", item.Name + "|");
invString.AddNameValueLine("desc", item.Description + "|");
invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
invString.AddSectionEnd();
}
m_items.LockItemsForRead(false);
m_inventoryFileData = Utils.StringToBytes(invString.GetString());
if (m_inventoryFileData.Length > 2)
{
m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp";
m_inventoryFileNameBytes = Util.StringToBytes256(m_inventoryFileName);
xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData);
client.SendTaskInventory(m_part.UUID, (short)m_inventoryFileNameSerial,m_inventoryFileNameBytes);
return;
}
client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
}
}
/// <summary>
/// Process inventory backup
/// </summary>
/// <param name="datastore"></param>
public void ProcessInventoryBackup(ISimulationDataService datastore)
{
// Removed this because linking will cause an immediate delete of the new
// child prim from the database and the subsequent storing of the prim sees
// the inventory of it as unchanged and doesn't store it at all. The overhead
// of storing prim inventory needlessly is much less than the aggravation
// of prim inventory loss.
// if (HasInventoryChanged)
// {
m_items.LockItemsForRead(true);
ICollection<TaskInventoryItem> itemsvalues = m_items.Values;
HasInventoryChanged = false;
m_items.LockItemsForRead(false);
try
{
datastore.StorePrimInventory(m_part.UUID, itemsvalues);
}
catch {}
// }
}
public class InventoryStringBuilder
{
private StringBuilder BuildString = new StringBuilder(1024);
public InventoryStringBuilder(UUID folderID, UUID parentID)
{
BuildString.Append("\tinv_object\t0\n\t{\n");
AddNameValueLine("obj_id", folderID.ToString());
AddNameValueLine("parent_id", parentID.ToString());
AddNameValueLine("type", "category");
AddNameValueLine("name", "Contents|\n\t}");
}
public void AddItemStart()
{
BuildString.Append("\tinv_item\t0\n\t{\n");
}
public void AddPermissionsStart()
{
BuildString.Append("\tpermissions 0\n\t{\n");
}
public void AddSaleStart()
{
BuildString.Append("\tsale_info\t0\n\t{\n");
}
protected void AddSectionStart()
{
BuildString.Append("\t{\n");
}
public void AddSectionEnd()
{
BuildString.Append("\t}\n");
}
public void AddLine(string addLine)
{
BuildString.Append(addLine);
}
public void AddNameValueLine(string name, string value)
{
BuildString.Append("\t\t");
BuildString.Append(name);
BuildString.Append("\t");
BuildString.Append(value);
BuildString.Append("\n");
}
public String GetString()
{
return BuildString.ToString();
}
public void Close()
{
}
}
public void AggregateInnerPerms(ref uint owner, ref uint group, ref uint everyone)
{
foreach (TaskInventoryItem item in m_items.Values)
{
if(item.InvType == (sbyte)InventoryType.Landmark)
continue;
owner &= item.CurrentPermissions;
group &= item.GroupPermissions;
everyone &= item.EveryonePermissions;
}
}
public uint MaskEffectivePermissions()
{
// used to propagate permissions restrictions outwards
// Modify does not propagate outwards.
uint mask=0x7fffffff;
foreach (TaskInventoryItem item in m_items.Values)
{
if(item.InvType == (sbyte)InventoryType.Landmark)
continue;
// apply current to normal permission bits
uint newperms = item.CurrentPermissions;
if ((newperms & (uint)PermissionMask.Copy) == 0)
mask &= ~(uint)PermissionMask.Copy;
if ((newperms & (uint)PermissionMask.Transfer) == 0)
mask &= ~(uint)PermissionMask.Transfer;
if ((newperms & (uint)PermissionMask.Export) == 0)
mask &= ~((uint)PermissionMask.Export);
// apply next owner restricted by current to folded bits
newperms &= item.NextPermissions;
if ((newperms & (uint)PermissionMask.Copy) == 0)
mask &= ~((uint)PermissionMask.FoldedCopy);
if ((newperms & (uint)PermissionMask.Transfer) == 0)
mask &= ~((uint)PermissionMask.FoldedTransfer);
if ((newperms & (uint)PermissionMask.Export) == 0)
mask &= ~((uint)PermissionMask.FoldedExport);
}
return mask;
}
public void ApplyNextOwnerPermissions()
{
foreach (TaskInventoryItem item in m_items.Values)
{
item.CurrentPermissions &= item.NextPermissions;
item.BasePermissions &= item.NextPermissions;
item.EveryonePermissions &= item.NextPermissions;
item.OwnerChanged = true;
item.PermsMask = 0;
item.PermsGranter = UUID.Zero;
}
}
public void ApplyGodPermissions(uint perms)
{
foreach (TaskInventoryItem item in m_items.Values)
{
item.CurrentPermissions = perms;
item.BasePermissions = perms;
}
m_inventorySerial++;
HasInventoryChanged = true;
}
/// <summary>
/// Returns true if this part inventory contains any scripts. False otherwise.
/// </summary>
/// <returns></returns>
public bool ContainsScripts()
{
foreach (TaskInventoryItem item in m_items.Values)
{
if (item.InvType == (int)InventoryType.LSL)
{
return true;
}
}
return false;
}
/// <summary>
/// Returns the count of scripts in this parts inventory.
/// </summary>
/// <returns></returns>
public int ScriptCount()
{
int count = 0;
m_items.LockItemsForRead(true);
foreach (TaskInventoryItem item in m_items.Values)
{
if (item.InvType == (int)InventoryType.LSL)
count++;
}
m_items.LockItemsForRead(false);
return count;
}
/// <summary>
/// Returns the count of running scripts in this parts inventory.
/// </summary>
/// <returns></returns>
public int RunningScriptCount()
{
IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>();
if (engines.Length == 0)
return 0;
int count = 0;
List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL);
foreach (TaskInventoryItem item in scripts)
{
foreach (IScriptModule engine in engines)
{
if (engine != null)
{
if (engine.GetScriptState(item.ItemID))
count++;
}
}
}
return count;
}
public List<UUID> GetInventoryList()
{
m_items.LockItemsForRead(true);
List<UUID> ret = new List<UUID>(m_items.Count);
foreach (TaskInventoryItem item in m_items.Values)
ret.Add(item.ItemID);
m_items.LockItemsForRead(false);
return ret;
}
public List<TaskInventoryItem> GetInventoryItems()
{
m_items.LockItemsForRead(true);
List<TaskInventoryItem> ret = new List<TaskInventoryItem>(m_items.Values);
m_items.LockItemsForRead(false);
return ret;
}
public List<TaskInventoryItem> GetInventoryItems(InventoryType type)
{
m_items.LockItemsForRead(true);
List<TaskInventoryItem> ret = new List<TaskInventoryItem>(m_items.Count);
foreach (TaskInventoryItem item in m_items.Values)
if (item.InvType == (int)type)
ret.Add(item);
m_items.LockItemsForRead(false);
return ret;
}
public Dictionary<UUID, string> GetScriptStates()
{
return GetScriptStates(false);
}
public Dictionary<UUID, string> GetScriptStates(bool oldIDs)
{
Dictionary<UUID, string> ret = new Dictionary<UUID, string>();
if (m_part.ParentGroup.Scene == null) // Group not in a scene
return ret;
IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>();
if (engines.Length == 0) // No engine at all
return ret;
List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL);
foreach (TaskInventoryItem item in scripts)
{
foreach (IScriptModule e in engines)
{
if (e != null)
{
// m_log.DebugFormat(
// "[PRIM INVENTORY]: Getting script state from engine {0} for {1} in part {2} in group {3} in {4}",
// e.Name, item.Name, m_part.Name, m_part.ParentGroup.Name, m_part.ParentGroup.Scene.Name);
string n = e.GetXMLState(item.ItemID);
if (n != String.Empty)
{
if (oldIDs)
{
if (!ret.ContainsKey(item.OldItemID))
ret[item.OldItemID] = n;
}
else
{
if (!ret.ContainsKey(item.ItemID))
ret[item.ItemID] = n;
}
break;
}
}
}
}
return ret;
}
public void ResumeScripts()
{
IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>();
if (engines.Length == 0)
return;
List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL);
foreach (TaskInventoryItem item in scripts)
{
foreach (IScriptModule engine in engines)
{
if (engine != null)
{
// m_log.DebugFormat(
// "[PRIM INVENTORY]: Resuming script {0} {1} for {2}, OwnerChanged {3}",
// item.Name, item.ItemID, item.OwnerID, item.OwnerChanged);
engine.ResumeScript(item.ItemID);
if (item.OwnerChanged)
engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER });
item.OwnerChanged = false;
}
}
}
}
}
}