From 0a9c98e7c472f93986f2eedcfaff0d05c8686cee Mon Sep 17 00:00:00 2001 From: Melanie Thielker Date: Fri, 30 Apr 2010 22:35:07 +0200 Subject: Fix linking issue introduced in my earlier commit --- OpenSim/Region/Framework/Scenes/Scene.Inventory.cs | 20 +++++++++++++++++++- 1 file changed, 19 insertions(+), 1 deletion(-) (limited to 'OpenSim/Region/Framework') diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs index 8716e0a..4f2b446 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs @@ -2594,8 +2594,17 @@ namespace OpenSim.Region.Framework.Scenes List children = new List(); SceneObjectPart root = GetSceneObjectPart(parentPrimId); - if (Permissions.CanLinkObject(client.AgentId, root.ParentGroup.RootPart.UUID)) + if (root == null) + { + m_log.DebugFormat("[LINK]: Can't find linkset root prim {0{", parentPrimId); + return; + } + + if (!Permissions.CanLinkObject(client.AgentId, root.ParentGroup.RootPart.UUID)) + { + m_log.DebugFormat("[LINK]: Refusing link. No permissions on root prim"); return; + } foreach (uint localID in childPrimIds) { @@ -2614,7 +2623,16 @@ namespace OpenSim.Region.Framework.Scenes // Must be all one owner // if (owners.Count > 1) + { + m_log.DebugFormat("[LINK]: Refusing link. Too many owners"); + return; + } + + if (children.Count == 0) + { + m_log.DebugFormat("[LINK]: Refusing link. No permissions to link any of the children"); return; + } m_sceneGraph.LinkObjects(root, children); } -- cgit v1.1 From 91cfce3758a7021f483bb653371693cc3d64580a Mon Sep 17 00:00:00 2001 From: unknown Date: Thu, 8 Apr 2010 16:14:02 -0700 Subject: back port groups changes Signed-off-by: Melanie --- .../Framework/Interfaces/IGroupsMessagingModule.cs | 73 ++++++++++++++++++++++ 1 file changed, 73 insertions(+) create mode 100644 OpenSim/Region/Framework/Interfaces/IGroupsMessagingModule.cs (limited to 'OpenSim/Region/Framework') diff --git a/OpenSim/Region/Framework/Interfaces/IGroupsMessagingModule.cs b/OpenSim/Region/Framework/Interfaces/IGroupsMessagingModule.cs new file mode 100644 index 0000000..f158236 --- /dev/null +++ b/OpenSim/Region/Framework/Interfaces/IGroupsMessagingModule.cs @@ -0,0 +1,73 @@ +/* + * 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 OpenMetaverse; +using OpenSim.Framework; + +namespace OpenSim.Region.Framework.Interfaces +{ + /// + /// Provide mechanisms for messaging groups. + /// + /// + /// TODO: Provide a mechanism for receiving group messages as well as sending them + /// + public interface IGroupsMessagingModule + { + /// + /// Start a group chat session. + /// + /// You must call this before calling SendMessageToGroup(). If a chat session for this group is already taking + /// place then the agent will added to that session. + /// + /// A UUID that represents the agent being added. If you are agentless (e.g. you are + /// a region module), then you can use any random ID. + /// + /// + /// The ID for the group to join. Currently, the session ID used is identical to the + /// group ID. + /// + /// + /// True if the chat session was started successfully, false otherwise. + /// + bool StartGroupChatSession(UUID agentID, UUID groupID); + + /// + /// Send a message to an entire group. + /// + /// + /// The message itself. The fields that must be populated are + /// + /// imSessionID - Populate this with the group ID (session ID and group ID are currently identical) + /// fromAgentName - Populate this with whatever arbitrary name you want to show up in the chat dialog + /// message - The message itself + /// dialog - This must be (byte)InstantMessageDialog.SessionSend + /// + /// + void SendMessageToGroup(GridInstantMessage im, UUID groupID); + } +} \ No newline at end of file -- cgit v1.1 From f77f9ecd8f3f94ccc6d69c7625fd1eacfa9250d7 Mon Sep 17 00:00:00 2001 From: Tom Grimshaw Date: Wed, 19 May 2010 13:44:59 -0700 Subject: Fix a nullref issue in SitAltitudeCallback --- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 103 ++++++++++++----------- 1 file changed, 53 insertions(+), 50 deletions(-) (limited to 'OpenSim/Region/Framework') diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 565438d..68acabe 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -128,7 +128,7 @@ namespace OpenSim.Region.Framework.Scenes private Vector3 m_avInitialPos; // used to calculate unscripted sit rotation private Vector3 m_avUnscriptedSitPos; // for non-scripted prims - private Vector3 m_lastPosition; + private Vector3 m_lastPosition; private Vector3 m_lastWorldPosition; private Quaternion m_lastRotation; private Vector3 m_lastVelocity; @@ -857,22 +857,22 @@ namespace OpenSim.Region.Framework.Scenes { Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N); pos.Y = crossedBorder.BorderLine.Z - 1; - } - - //If they're TP'ing in or logging in, we haven't had time to add any known child regions yet. - //This has the unfortunate consequence that if somebody is TP'ing who is already a child agent, - //they'll bypass the landing point. But I can't think of any decent way of fixing this. - if (KnownChildRegionHandles.Count == 0) - { - ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y); - if (land != null) - { - //Don't restrict gods, estate managers, or land owners to the TP point. This behaviour mimics agni. - if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero && m_godlevel < 200 && !m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid) && land.LandData.OwnerID != m_uuid) - { - pos = land.LandData.UserLocation; - } - } + } + + //If they're TP'ing in or logging in, we haven't had time to add any known child regions yet. + //This has the unfortunate consequence that if somebody is TP'ing who is already a child agent, + //they'll bypass the landing point. But I can't think of any decent way of fixing this. + if (KnownChildRegionHandles.Count == 0) + { + ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y); + if (land != null) + { + //Don't restrict gods, estate managers, or land owners to the TP point. This behaviour mimics agni. + if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero && m_godlevel < 200 && !m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid) && land.LandData.OwnerID != m_uuid) + { + pos = land.LandData.UserLocation; + } + } } if (pos.X < 0 || pos.Y < 0 || pos.Z < 0) @@ -1036,8 +1036,8 @@ namespace OpenSim.Region.Framework.Scenes bool isFlying = false; if (m_physicsActor != null) - isFlying = m_physicsActor.Flying; - + isFlying = m_physicsActor.Flying; + RemoveFromPhysicalScene(); Velocity = Vector3.Zero; AbsolutePosition = pos; @@ -1048,7 +1048,7 @@ namespace OpenSim.Region.Framework.Scenes SetHeight(m_appearance.AvatarHeight); } - SendTerseUpdateToAllClients(); + SendTerseUpdateToAllClients(); } @@ -1736,14 +1736,14 @@ namespace OpenSim.Region.Framework.Scenes // else // { // single or child prim -// } - if (part == null) //CW: Part may be gone. llDie() for example. - { - partRot = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f); - } - else - { - partRot = part.GetWorldRotation(); +// } + if (part == null) //CW: Part may be gone. llDie() for example. + { + partRot = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f); + } + else + { + partRot = part.GetWorldRotation(); } Quaternion partIRot = Quaternion.Inverse(partRot); @@ -1751,22 +1751,22 @@ namespace OpenSim.Region.Framework.Scenes Quaternion avatarRot = Quaternion.Inverse(Quaternion.Inverse(Rotation) * partIRot); // world or. of the av Vector3 avStandUp = new Vector3(1.0f, 0f, 0f) * avatarRot; // 1M infront of av - - if (m_physicsActor == null) - { - AddToPhysicalScene(false); + + if (m_physicsActor == null) + { + AddToPhysicalScene(false); } - //CW: If the part isn't null then we can set the current position - if (part != null) - { - Vector3 avWorldStandUp = avStandUp + part.GetWorldPosition() + (m_pos * partRot); // + av sit offset! - AbsolutePosition = avWorldStandUp; //KF: Fix stand up. - part.IsOccupied = false; - } - else - { - //CW: Since the part doesn't exist, a coarse standup position isn't an issue - AbsolutePosition = m_lastWorldPosition; + //CW: If the part isn't null then we can set the current position + if (part != null) + { + Vector3 avWorldStandUp = avStandUp + part.GetWorldPosition() + (m_pos * partRot); // + av sit offset! + AbsolutePosition = avWorldStandUp; //KF: Fix stand up. + part.IsOccupied = false; + } + else + { + //CW: Since the part doesn't exist, a coarse standup position isn't an issue + AbsolutePosition = m_lastWorldPosition; } m_parentPosition = Vector3.Zero; @@ -1920,7 +1920,7 @@ namespace OpenSim.Region.Framework.Scenes // if (Util.GetDistanceTo(AbsolutePosition, autopilotTarget) < 4.5) if( (Math.Abs(AbsolutePosition.X - autopilotTarget.X) < 2.0f) && (Math.Abs(AbsolutePosition.Y - autopilotTarget.Y) < 2.0f) ) { - autopilot = false; // close enough + autopilot = false; // close enough m_lastWorldPosition = m_pos; /* CW - This give us a position to return the avatar to if the part is killed before standup. Not using the part's position because returning the AV to the last known standing position is likely to be more friendly, isn't it? */ @@ -1929,7 +1929,7 @@ namespace OpenSim.Region.Framework.Scenes } // else the autopilot will get us close } else - { // its a scripted sit + { // its a scripted sit m_lastWorldPosition = part.AbsolutePosition; /* CW - This give us a position to return the avatar to if the part is killed before standup. I *am* using the part's position this time because we have no real idea how far away the avatar is from the sit target. */ @@ -2357,11 +2357,14 @@ namespace OpenSim.Region.Framework.Scenes // { // single or child prim partIRot = Quaternion.Inverse(part.GetWorldRotation()); // } - float offZ = collisionPoint.Z - m_initialSitTarget.Z; - Vector3 offset = new Vector3(0.0f, 0.0f, offZ) * partIRot; // Altitude correction -//Console.WriteLine("sitPoint={0}, offset={1}", sitPoint, offset); - m_pos += offset; -// ControllingClient.SendClearFollowCamProperties(part.UUID); + if (m_initialSitTarget != null) + { + float offZ = collisionPoint.Z - m_initialSitTarget.Z; + Vector3 offset = new Vector3(0.0f, 0.0f, offZ) * partIRot; // Altitude correction + //Console.WriteLine("sitPoint={0}, offset={1}", sitPoint, offset); + m_pos += offset; + // ControllingClient.SendClearFollowCamProperties(part.UUID); + } } } // End SitAltitudeCallback KF. -- cgit v1.1 From 147c2d6f80c6b911839e890cb42cb63020269afc Mon Sep 17 00:00:00 2001 From: Melanie Date: Fri, 21 May 2010 02:31:14 +0100 Subject: Change the way the object perms are propagated to attempt to salvage some older content --- OpenSim/Region/Framework/Scenes/Scene.Inventory.cs | 44 +++++++++++----------- 1 file changed, 23 insertions(+), 21 deletions(-) (limited to 'OpenSim/Region/Framework') diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs index e031ebc..ba70ae5 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs @@ -437,29 +437,31 @@ namespace OpenSim.Region.Framework.Scenes itemCopy.InvType = item.InvType; itemCopy.Folder = recipientFolderId; - if (Permissions.PropagatePermissions()) + if (Permissions.PropagatePermissions() && recipient != senderId) { + // First, make sore base is limited to the next perms + itemCopy.BasePermissions = item.BasePermissions & item.NextPermissions; + // By default, current equals base + itemCopy.CurrentPermissions = itemCopy.BasePermissions; + + // If this is an object, replace current perms + // with folded perms if (item.InvType == (int)InventoryType.Object) { - itemCopy.BasePermissions &= ~(uint)(PermissionMask.Copy | PermissionMask.Modify | PermissionMask.Transfer); - itemCopy.BasePermissions |= (item.CurrentPermissions & 7) << 13; - } - else - { - itemCopy.BasePermissions = item.BasePermissions & item.NextPermissions; + itemCopy.CurrentPermissions &= ~(uint)(PermissionMask.Copy | PermissionMask.Modify | PermissionMask.Transfer); + itemCopy.CurrentPermissions |= (item.CurrentPermissions & 7) << 13; } - itemCopy.CurrentPermissions = itemCopy.BasePermissions; - if ((item.CurrentPermissions & 8) != 0) // Propagate slam bit - { - itemCopy.BasePermissions &= item.NextPermissions; - itemCopy.CurrentPermissions = itemCopy.BasePermissions; - itemCopy.CurrentPermissions |= 8; - } + // Ensure there is no escalation + itemCopy.CurrentPermissions &= item.NextPermissions; + + // Need slam bit on xfer + itemCopy.CurrentPermissions |= 8; itemCopy.NextPermissions = item.NextPermissions; - itemCopy.EveryOnePermissions = item.EveryOnePermissions & item.NextPermissions; - itemCopy.GroupPermissions = item.GroupPermissions & item.NextPermissions; + + itemCopy.EveryOnePermissions = 0; + itemCopy.GroupPermissions = 0; } else { @@ -913,12 +915,12 @@ namespace OpenSim.Region.Framework.Scenes if ((part.OwnerID != destAgent) && Permissions.PropagatePermissions()) { + agentItem.BasePermissions = taskItem.BasePermissions & taskItem.NextPermissions; if (taskItem.InvType == (int)InventoryType.Object) - agentItem.BasePermissions = taskItem.BasePermissions & ((taskItem.CurrentPermissions & 7) << 13); - else - agentItem.BasePermissions = taskItem.BasePermissions; - agentItem.BasePermissions &= taskItem.NextPermissions; - agentItem.CurrentPermissions = agentItem.BasePermissions | 8; + agentItem.CurrentPermissions = agentItem.BasePermissions & ((taskItem.CurrentPermissions & 7) << 13); + agentItem.CurrentPermissions = agentItem.BasePermissions ; + + agentItem.CurrentPermissions |= 8; agentItem.NextPermissions = taskItem.NextPermissions; agentItem.EveryOnePermissions = taskItem.EveryonePermissions & taskItem.NextPermissions; agentItem.GroupPermissions = taskItem.GroupPermissions & taskItem.NextPermissions; -- cgit v1.1