429 lines
16 KiB
C#
429 lines
16 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.IO;
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using System.Reflection;
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using OpenMetaverse;
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using log4net;
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using OpenSim.Framework;
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using OpenSim.Region.Framework.Interfaces;
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using System.Collections.Generic;
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using System.Xml;
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namespace OpenSim.Region.Framework.Scenes
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{
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public partial class SceneObjectGroup : EntityBase
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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/// <summary>
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/// Force all task inventories of prims in the scene object to persist
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/// </summary>
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public void ForceInventoryPersistence()
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{
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SceneObjectPart[] parts = m_parts.GetArray();
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for (int i = 0; i < parts.Length; i++)
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parts[i].Inventory.ForceInventoryPersistence();
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}
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/// <summary>
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/// Start the scripts contained in all the prims in this group.
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/// </summary>
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/// <param name="startParam"></param>
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/// <param name="postOnRez"></param>
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/// <param name="engine"></param>
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/// <param name="stateSource"></param>
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/// <returns>
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/// Number of scripts that were valid for starting. This does not guarantee that all these scripts
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/// were actually started, but just that the start could be attempt (e.g. the asset data for the script could be found)
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/// </returns>
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public int CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource)
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{
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int scriptsStarted = 0;
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// Don't start scripts if they're turned off in the region!
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if (!m_scene.RegionInfo.RegionSettings.DisableScripts)
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{
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SceneObjectPart[] parts = m_parts.GetArray();
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for (int i = 0; i < parts.Length; i++)
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scriptsStarted
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+= parts[i].Inventory.CreateScriptInstances(startParam, postOnRez, engine, stateSource);
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}
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return scriptsStarted;
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}
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/// <summary>
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/// Stop and remove the scripts contained in all the prims in this group
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/// </summary>
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public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
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{
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SceneObjectPart[] parts = m_parts.GetArray();
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for (int i = 0; i < parts.Length; i++)
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parts[i].Inventory.RemoveScriptInstances(sceneObjectBeingDeleted);
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}
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/// <summary>
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/// Stop the scripts contained in all the prims in this group
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/// </summary>
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public void StopScriptInstances()
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{
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Array.ForEach<SceneObjectPart>(m_parts.GetArray(), p => p.Inventory.StopScriptInstances());
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}
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/// <summary>
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/// Add an inventory item from a user's inventory to a prim in this scene object.
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/// </summary>
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/// <param name="agentID">The agent adding the item.</param>
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/// <param name="localID">The local ID of the part receiving the add.</param>
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/// <param name="item">The user inventory item being added.</param>
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/// <param name="copyItemID">The item UUID that should be used by the new item.</param>
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/// <returns></returns>
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public bool AddInventoryItem(UUID agentID, uint localID, InventoryItemBase item, UUID copyItemID)
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{
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// m_log.DebugFormat(
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// "[PRIM INVENTORY]: Adding inventory item {0} from {1} to part with local ID {2}",
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// item.Name, remoteClient.Name, localID);
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UUID newItemId = (copyItemID != UUID.Zero) ? copyItemID : item.ID;
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SceneObjectPart part = GetPart(localID);
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if (part != null)
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{
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TaskInventoryItem taskItem = new TaskInventoryItem();
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taskItem.ItemID = newItemId;
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taskItem.AssetID = item.AssetID;
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taskItem.Name = item.Name;
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taskItem.Description = item.Description;
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taskItem.OwnerID = part.OwnerID; // Transfer ownership
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taskItem.CreatorID = item.CreatorIdAsUuid;
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taskItem.Type = item.AssetType;
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taskItem.InvType = item.InvType;
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if (agentID != part.OwnerID && m_scene.Permissions.PropagatePermissions())
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{
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taskItem.BasePermissions = item.BasePermissions &
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item.NextPermissions;
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taskItem.CurrentPermissions = item.CurrentPermissions &
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item.NextPermissions;
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taskItem.EveryonePermissions = item.EveryOnePermissions &
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item.NextPermissions;
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taskItem.GroupPermissions = item.GroupPermissions &
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item.NextPermissions;
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taskItem.NextPermissions = item.NextPermissions;
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// We're adding this to a prim we don't own. Force
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// owner change
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taskItem.Flags |= (uint)InventoryItemFlags.ObjectSlamPerm;
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}
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else
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{
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taskItem.BasePermissions = item.BasePermissions;
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taskItem.CurrentPermissions = item.CurrentPermissions;
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taskItem.EveryonePermissions = item.EveryOnePermissions;
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taskItem.GroupPermissions = item.GroupPermissions;
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taskItem.NextPermissions = item.NextPermissions;
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}
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taskItem.Flags = item.Flags;
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// m_log.DebugFormat(
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// "[PRIM INVENTORY]: Flags are 0x{0:X} for item {1} added to part {2} by {3}",
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// taskItem.Flags, taskItem.Name, localID, remoteClient.Name);
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// TODO: These are pending addition of those fields to TaskInventoryItem
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// taskItem.SalePrice = item.SalePrice;
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// taskItem.SaleType = item.SaleType;
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taskItem.CreationDate = (uint)item.CreationDate;
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bool addFromAllowedDrop = agentID != part.OwnerID;
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part.Inventory.AddInventoryItem(taskItem, addFromAllowedDrop);
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return true;
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}
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else
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{
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m_log.ErrorFormat(
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"[PRIM INVENTORY]: " +
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"Couldn't find prim local ID {0} in group {1}, {2} to add inventory item ID {3}",
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localID, Name, UUID, newItemId);
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}
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return false;
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}
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/// <summary>
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/// Returns an existing inventory item. Returns the original, so any changes will be live.
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/// </summary>
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/// <param name="primID"></param>
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/// <param name="itemID"></param>
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/// <returns>null if the item does not exist</returns>
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public TaskInventoryItem GetInventoryItem(uint primID, UUID itemID)
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{
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SceneObjectPart part = GetPart(primID);
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if (part != null)
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{
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return part.Inventory.GetInventoryItem(itemID);
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}
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else
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{
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m_log.ErrorFormat(
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"[PRIM INVENTORY]: " +
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"Couldn't find prim local ID {0} in prim {1}, {2} to get inventory item ID {3}",
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primID, part.Name, part.UUID, itemID);
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}
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return null;
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}
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/// <summary>
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/// Update an existing inventory item.
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/// </summary>
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/// <param name="item">The updated item. An item with the same id must already exist
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/// in this prim's inventory</param>
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/// <returns>false if the item did not exist, true if the update occurred succesfully</returns>
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public bool UpdateInventoryItem(TaskInventoryItem item)
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{
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SceneObjectPart part = GetPart(item.ParentPartID);
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if (part != null)
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{
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part.Inventory.UpdateInventoryItem(item);
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return true;
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}
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else
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{
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m_log.ErrorFormat(
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"[PRIM INVENTORY]: " +
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"Couldn't find prim ID {0} to update item {1}, {2}",
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item.ParentPartID, item.Name, item.ItemID);
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}
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return false;
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}
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public int RemoveInventoryItem(uint localID, UUID itemID)
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{
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SceneObjectPart part = GetPart(localID);
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if (part != null)
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{
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int type = part.Inventory.RemoveInventoryItem(itemID);
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return type;
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}
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return -1;
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}
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public uint GetEffectivePermissions()
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{
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return GetEffectivePermissions(false);
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}
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public uint GetEffectivePermissions(bool useBase)
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{
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uint perms=(uint)(PermissionMask.Modify |
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PermissionMask.Copy |
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PermissionMask.Move |
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PermissionMask.Transfer) | 7;
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uint ownerMask = 0x7fffffff;
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SceneObjectPart[] parts = m_parts.GetArray();
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for (int i = 0; i < parts.Length; i++)
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{
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SceneObjectPart part = parts[i];
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if (useBase)
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ownerMask &= part.BaseMask;
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else
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ownerMask &= part.OwnerMask;
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perms &= part.Inventory.MaskEffectivePermissions();
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}
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if ((ownerMask & (uint)PermissionMask.Modify) == 0)
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perms &= ~(uint)PermissionMask.Modify;
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if ((ownerMask & (uint)PermissionMask.Copy) == 0)
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perms &= ~(uint)PermissionMask.Copy;
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if ((ownerMask & (uint)PermissionMask.Transfer) == 0)
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perms &= ~(uint)PermissionMask.Transfer;
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// If root prim permissions are applied here, this would screw
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// with in-inventory manipulation of the next owner perms
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// in a major way. So, let's move this to the give itself.
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// Yes. I know. Evil.
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// if ((ownerMask & RootPart.NextOwnerMask & (uint)PermissionMask.Modify) == 0)
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// perms &= ~((uint)PermissionMask.Modify >> 13);
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// if ((ownerMask & RootPart.NextOwnerMask & (uint)PermissionMask.Copy) == 0)
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// perms &= ~((uint)PermissionMask.Copy >> 13);
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// if ((ownerMask & RootPart.NextOwnerMask & (uint)PermissionMask.Transfer) == 0)
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// perms &= ~((uint)PermissionMask.Transfer >> 13);
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return perms;
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}
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public void ApplyNextOwnerPermissions()
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{
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// m_log.DebugFormat("[PRIM INVENTORY]: Applying next owner permissions to {0} {1}", Name, UUID);
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SceneObjectPart[] parts = m_parts.GetArray();
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for (int i = 0; i < parts.Length; i++)
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parts[i].ApplyNextOwnerPermissions();
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}
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public string GetStateSnapshot()
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{
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Dictionary<UUID, string> states = new Dictionary<UUID, string>();
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SceneObjectPart[] parts = m_parts.GetArray();
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for (int i = 0; i < parts.Length; i++)
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{
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SceneObjectPart part = parts[i];
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foreach (KeyValuePair<UUID, string> s in part.Inventory.GetScriptStates())
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states[s.Key] = s.Value;
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}
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if (states.Count < 1)
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return String.Empty;
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XmlDocument xmldoc = new XmlDocument();
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XmlNode xmlnode = xmldoc.CreateNode(XmlNodeType.XmlDeclaration,
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String.Empty, String.Empty);
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xmldoc.AppendChild(xmlnode);
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XmlElement rootElement = xmldoc.CreateElement("", "ScriptData",
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String.Empty);
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xmldoc.AppendChild(rootElement);
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XmlElement wrapper = xmldoc.CreateElement("", "ScriptStates",
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String.Empty);
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rootElement.AppendChild(wrapper);
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foreach (KeyValuePair<UUID, string> state in states)
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{
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XmlDocument sdoc = new XmlDocument();
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sdoc.LoadXml(state.Value);
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XmlNodeList rootL = sdoc.GetElementsByTagName("State");
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XmlNode rootNode = rootL[0];
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XmlNode newNode = xmldoc.ImportNode(rootNode, true);
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wrapper.AppendChild(newNode);
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}
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return xmldoc.InnerXml;
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}
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public void SetState(string objXMLData, IScene ins)
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{
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if (!(ins is Scene))
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return;
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Scene s = (Scene)ins;
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if (objXMLData == String.Empty)
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return;
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IScriptModule scriptModule = null;
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foreach (IScriptModule sm in s.RequestModuleInterfaces<IScriptModule>())
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{
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if (sm.ScriptEngineName == s.DefaultScriptEngine)
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scriptModule = sm;
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else if (scriptModule == null)
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scriptModule = sm;
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}
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if (scriptModule == null)
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return;
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XmlDocument doc = new XmlDocument();
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try
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{
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doc.LoadXml(objXMLData);
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}
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catch (Exception) // (System.Xml.XmlException)
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{
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// We will get here if the XML is invalid or in unit
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// tests. Really should determine which it is and either
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// fail silently or log it
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// Fail silently, for now.
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// TODO: Fix this
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//
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return;
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}
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XmlNodeList rootL = doc.GetElementsByTagName("ScriptData");
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if (rootL.Count != 1)
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return;
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XmlElement rootE = (XmlElement)rootL[0];
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XmlNodeList dataL = rootE.GetElementsByTagName("ScriptStates");
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if (dataL.Count != 1)
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return;
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XmlElement dataE = (XmlElement)dataL[0];
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foreach (XmlNode n in dataE.ChildNodes)
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{
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XmlElement stateE = (XmlElement)n;
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UUID itemID = new UUID(stateE.GetAttribute("UUID"));
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scriptModule.SetXMLState(itemID, n.OuterXml);
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}
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}
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public void ResumeScripts()
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{
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if (m_scene.RegionInfo.RegionSettings.DisableScripts)
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return;
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SceneObjectPart[] parts = m_parts.GetArray();
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for (int i = 0; i < parts.Length; i++)
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parts[i].Inventory.ResumeScripts();
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}
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/// <summary>
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/// Returns true if any part in the scene object contains scripts, false otherwise.
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/// </summary>
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/// <returns></returns>
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public bool ContainsScripts()
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{
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foreach (SceneObjectPart part in Parts)
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if (part.Inventory.ContainsScripts())
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return true;
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return false;
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}
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}
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}
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