From 9e00e2ddecdafa489de0ae67b78cf6971e55fe80 Mon Sep 17 00:00:00 2001 From: Melanie Date: Mon, 23 Jul 2012 21:08:02 +0200 Subject: Change attachment handling to remove object from the scene first as per justincc's original work. Sample scripts before doing so. Also refactor some crucial common code and eliminate parameters that were only ever used with the same constant value. --- .../Avatar/Attachments/AttachmentsModule.cs | 87 ++++++++++++++-------- .../Framework/Interfaces/IAttachmentsModule.cs | 2 +- .../Region/Framework/Interfaces/IScenePresence.cs | 4 +- OpenSim/Region/Framework/Scenes/Scene.cs | 12 +-- .../Scenes/Serialization/SceneObjectSerializer.cs | 18 +++++ 5 files changed, 81 insertions(+), 42 deletions(-) diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs index f073c4a..31e8a2e 100644 --- a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs @@ -28,6 +28,7 @@ using System; using System.Collections.Generic; using System.Reflection; +using System.IO; using System.Xml; using log4net; using Mono.Addins; @@ -248,7 +249,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments } } - public void DeRezAttachments(IScenePresence sp, bool saveChanged, bool saveAllScripted) + public void DeRezAttachments(IScenePresence sp) { if (!Enabled) return; @@ -259,18 +260,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments { foreach (SceneObjectGroup so in sp.GetAttachments()) { - // We can only remove the script instances from the script engine after we've retrieved their xml state - // when we update the attachment item. - m_scene.DeleteSceneObject(so, false, false); - - if (saveChanged || saveAllScripted) - { - so.IsAttachment = false; - so.AbsolutePosition = so.RootPart.AttachedPos; - UpdateKnownItem(sp, so, saveAllScripted); - } - - so.RemoveScriptInstances(true); + UpdateDetachedObject(sp, so); } sp.ClearAttachments(); @@ -597,7 +587,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments /// /// /// - private void UpdateKnownItem(IScenePresence sp, SceneObjectGroup grp, bool saveAllScripted) + private void UpdateKnownItem(IScenePresence sp, SceneObjectGroup grp, string scriptedState) { // Saving attachments for NPCs messes them up for the real owner! INPCModule module = m_scene.RequestModuleInterface(); @@ -607,13 +597,13 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments return; } - if (grp.HasGroupChanged || (saveAllScripted && grp.ContainsScripts())) + if (grp.HasGroupChanged) { // m_log.DebugFormat( // "[ATTACHMENTS MODULE]: Updating asset for attachment {0}, attachpoint {1}", // grp.UUID, grp.AttachmentPoint); - string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp); + string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp, scriptedState); InventoryItemBase item = new InventoryItemBase(grp.FromItemID, sp.UUID); item = m_scene.InventoryService.GetItem(item); @@ -750,29 +740,68 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments return newItem; } - private void DetachSingleAttachmentToInvInternal(IScenePresence sp, SceneObjectGroup so) + private string GetObjectScriptStates(SceneObjectGroup grp) { - // m_log.DebugFormat("[ATTACHMENTS MODULE]: Detaching item {0} to inventory for {1}", itemID, sp.Name); + using (StringWriter sw = new StringWriter()) + { + using (XmlTextWriter writer = new XmlTextWriter(sw)) + { + grp.SaveScriptedState(writer); + } - m_scene.EventManager.TriggerOnAttach(so.LocalId, so.FromItemID, UUID.Zero); - sp.RemoveAttachment(so); + return sw.ToString(); + } + } + + private void UpdateDetachedObject(IScenePresence sp, SceneObjectGroup so) + { + // Don't save attachments for HG visitors, it + // messes up their inventory. When a HG visitor logs + // out on a foreign grid, their attachments will be + // reloaded in the state they were in when they left + // the home grid. This is best anyway as the visited + // grid may use an incompatible script engine. + bool saveChanged + = sp.PresenceType != PresenceType.Npc + && (m_scene.UserManagementModule == null + || m_scene.UserManagementModule.IsLocalGridUser(sp.UUID)); + + // Scripts MUST be snapshotted before the object is + // removed from the scene because doing otherwise will + // clobber the run flag + string scriptedState = GetObjectScriptStates(so); + + // Remove the object from the scene so no more updates + // are sent. Doing this before the below changes will ensure + // updates can't cause "HUD artefacts" + m_scene.DeleteSceneObject(so, false, false); // Prepare sog for storage so.AttachedAvatar = UUID.Zero; so.RootPart.SetParentLocalId(0); so.IsAttachment = false; - // We cannot use AbsolutePosition here because that would - // attempt to cross the prim as it is detached - so.ForEachPart(x => { x.GroupPosition = so.RootPart.AttachedPos; }); + if (saveChanged) + { + // We cannot use AbsolutePosition here because that would + // attempt to cross the prim as it is detached + so.ForEachPart(x => { x.GroupPosition = so.RootPart.AttachedPos; }); + + UpdateKnownItem(sp, so, scriptedState); + } + + // Now, remove the scripts + so.RemoveScriptInstances(true); + } - UpdateKnownItem(sp, so, true); + private void DetachSingleAttachmentToInvInternal(IScenePresence sp, SceneObjectGroup so) + { + // m_log.DebugFormat("[ATTACHMENTS MODULE]: Detaching item {0} to inventory for {1}", itemID, sp.Name); + + m_scene.EventManager.TriggerOnAttach(so.LocalId, so.FromItemID, UUID.Zero); + sp.RemoveAttachment(so); - // This MUST happen AFTER serialization because it will - // either stop or remove the scripts. Both will cause scripts - // to be serialized in a stopped state with the true run - // state already lost. - m_scene.DeleteSceneObject(so, false, true); + UpdateDetachedObject(sp, so); } protected SceneObjectGroup RezSingleAttachmentFromInventoryInternal( diff --git a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs index 410eda0..11a13e1 100644 --- a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs +++ b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs @@ -66,7 +66,7 @@ namespace OpenSim.Region.Framework.Interfaces /// The presence closing /// Save changed attachments. /// Save attachments with scripts even if they haven't changed. - void DeRezAttachments(IScenePresence sp, bool saveChanged, bool saveAllScripted); + void DeRezAttachments(IScenePresence sp); /// /// Delete all the presence's attachments from the scene diff --git a/OpenSim/Region/Framework/Interfaces/IScenePresence.cs b/OpenSim/Region/Framework/Interfaces/IScenePresence.cs index e6b926c..3f68ee0 100644 --- a/OpenSim/Region/Framework/Interfaces/IScenePresence.cs +++ b/OpenSim/Region/Framework/Interfaces/IScenePresence.cs @@ -40,6 +40,8 @@ namespace OpenSim.Region.Framework.Interfaces /// public interface IScenePresence : ISceneAgent { + PresenceType PresenceType { get; } + /// /// Copy of the script states while the agent is in transit. This state may /// need to be placed back in case of transfer fail. @@ -83,4 +85,4 @@ namespace OpenSim.Region.Framework.Interfaces void RemoveAttachment(SceneObjectGroup gobj); void ClearAttachments(); } -} \ No newline at end of file +} diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index f501828..ad9e91d 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -3461,17 +3461,7 @@ namespace OpenSim.Region.Framework.Scenes { if (AttachmentsModule != null) { - // Don't save attachments for HG visitors, it - // messes up their inventory. When a HG visitor logs - // out on a foreign grid, their attachments will be - // reloaded in the state they were in when they left - // the home grid. This is best anyway as the visited - // grid may use an incompatible script engine. - bool saveChanged - = avatar.PresenceType != PresenceType.Npc - && (UserManagementModule == null || UserManagementModule.IsLocalGridUser(avatar.UUID)); - - AttachmentsModule.DeRezAttachments(avatar, saveChanged, false); + AttachmentsModule.DeRezAttachments(avatar); } ForEachClient( diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs index 2372d6b..0d292e7 100644 --- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs +++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs @@ -151,6 +151,24 @@ namespace OpenSim.Region.Framework.Scenes.Serialization ToOriginalXmlFormat(sceneObject, writer, doScriptStates, false); } + public static string ToOriginalXmlFormat(SceneObjectGroup sceneObject, string scriptedState) + { + using (StringWriter sw = new StringWriter()) + { + using (XmlTextWriter writer = new XmlTextWriter(sw)) + { + writer.WriteStartElement(String.Empty, "SceneObjectGroup", String.Empty); + + ToOriginalXmlFormat(sceneObject, writer, false, true); + + writer.WriteRaw(scriptedState); + + writer.WriteEndElement(); + } + return sw.ToString(); + } + } + /// /// Serialize a scene object to the original xml format /// -- cgit v1.1 From 0993af08718eaf6956facd3f2ee77cef602de259 Mon Sep 17 00:00:00 2001 From: Melanie Date: Tue, 24 Jul 2012 11:38:30 +0200 Subject: Allow load and save of IAR without a password. The password must still be present on the command line for compatibility, but is ignored. Avination's IAR operations are administratively done and the staff doesn't have the passwords of the users. --- .../CoreModules/Avatar/Inventory/Archiver/InventoryArchiverModule.cs | 3 +++ 1 file changed, 3 insertions(+) diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiverModule.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiverModule.cs index cf87010..7d1fe68 100644 --- a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiverModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiverModule.cs @@ -492,6 +492,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver return null; } + return account; + /* try { string encpass = Util.Md5Hash(pass); @@ -512,6 +514,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver m_log.ErrorFormat("[INVENTORY ARCHIVER]: Could not authenticate password, {0}", e.Message); return null; } + */ } /// -- cgit v1.1 From be22e3599cece284f981d0a98224dd563c3d933f Mon Sep 17 00:00:00 2001 From: Melanie Date: Fri, 27 Jul 2012 03:24:45 +0200 Subject: Change the stair fudge factor so steps of 0.5m can be climbled to match inworldz claims and SL's realities --- OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs b/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs index a554897..f3ac3ca 100644 --- a/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs +++ b/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs @@ -1027,7 +1027,7 @@ namespace OpenSim.Region.Physics.OdePlugin { d.AABB aabb; d.GeomGetAABB(g2, out aabb); - float tmp = vtmp.Z - sz * .25f; + float tmp = vtmp.Z - sz * .18f; if (aabb.MaxZ < tmp) { @@ -1057,7 +1057,7 @@ namespace OpenSim.Region.Physics.OdePlugin { d.AABB aabb; d.GeomGetAABB(g1, out aabb); - float tmp = vtmp.Z - sz * .25f; + float tmp = vtmp.Z - sz * .18f; if (aabb.MaxZ < tmp) { -- cgit v1.1 From 9f6236f5bfbb6080ccfc5b87447b134a5cb3d449 Mon Sep 17 00:00:00 2001 From: Melanie Date: Fri, 27 Jul 2012 12:10:04 +0200 Subject: Implement the linefeed URL hack for ShoutCast and other services --- .../Shared/Api/Implementation/LSL_Api.cs | 53 ++++++++++++++++++++++ 1 file changed, 53 insertions(+) diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index 977f39e..2425646 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -11471,6 +11471,59 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api if (userAgent != null) httpHeaders["User-Agent"] = userAgent; + // See if the URL contains any header hacks + string[] urlParts = url.Split(new char[] {'\n'}); + if (urlParts.Length > 1) + { + // Iterate the passed headers and parse them + for (int i = 1 ; i < urlParts.Length ; i++ ) + { + // The rest of those would be added to the body in SL. + // Let's not do that. + if (urlParts[i] == String.Empty) + break; + + // See if this could be a valid header + string[] headerParts = urlParts[i].Split(new char[] {':'}, 2); + if (headerParts.Length != 2) + continue; + + string headerName = headerParts[0].Trim(); + string headerValue = headerParts[1].Trim(); + + // Filter out headers that could be used to abuse + // another system or cloak the request + if (headerName.ToLower() == "x-secondlife-shard" || + headerName.ToLower() == "x-secondlife-object-name" || + headerName.ToLower() == "x-secondlife-object-key" || + headerName.ToLower() == "x-secondlife-region" || + headerName.ToLower() == "x-secondlife-local-position" || + headerName.ToLower() == "x-secondlife-local-velocity" || + headerName.ToLower() == "x-secondlife-local-rotation" || + headerName.ToLower() == "x-secondlife-owner-name" || + headerName.ToLower() == "x-secondlife-owner-key" || + headerName.ToLower() == "connection" || + headerName.ToLower() == "content-length" || + headerName.ToLower() == "from" || + headerName.ToLower() == "host" || + headerName.ToLower() == "proxy-authorization" || + headerName.ToLower() == "referer" || + headerName.ToLower() == "trailer" || + headerName.ToLower() == "transfer-encoding" || + headerName.ToLower() == "via" || + headerName.ToLower() == "authorization") + continue; + + httpHeaders[headerName] = headerValue; + } + + // Finally, strip any protocol specifier from the URL + url = urlParts[0].Trim(); + int idx = url.IndexOf(" HTTP/"); + if (idx != -1) + url = url.Substring(0, idx); + } + string authregex = @"^(https?:\/\/)(\w+):(\w+)@(.*)$"; Regex r = new Regex(authregex); int[] gnums = r.GetGroupNumbers(); -- cgit v1.1