/* * 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.Collections.Generic; using System.Reflection; using System.Xml; using log4net; using Mono.Addins; using Nini.Config; using OpenMetaverse; using OpenMetaverse.Packets; using OpenSim.Framework; using OpenSim.Region.Framework; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.Framework.Scenes; using OpenSim.Region.Framework.Scenes.Serialization; namespace OpenSim.Region.CoreModules.Avatar.Attachments { [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "AttachmentsModule")] public class AttachmentsModule : IAttachmentsModule, INonSharedRegionModule { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); protected Scene m_scene = null; public string Name { get { return "Attachments Module"; } } public Type ReplaceableInterface { get { return null; } } public void Initialise(IConfigSource source) {} public void AddRegion(Scene scene) { m_scene = scene; m_scene.RegisterModuleInterface(this); m_scene.EventManager.OnNewClient += SubscribeToClientEvents; // TODO: Should probably be subscribing to CloseClient too, but this doesn't yet give us IClientAPI } public void RemoveRegion(Scene scene) { m_scene.UnregisterModuleInterface(this); m_scene.EventManager.OnNewClient -= SubscribeToClientEvents; } public void RegionLoaded(Scene scene) {} public void Close() { RemoveRegion(m_scene); } public void SubscribeToClientEvents(IClientAPI client) { client.OnRezSingleAttachmentFromInv += RezSingleAttachmentFromInventory; client.OnRezMultipleAttachmentsFromInv += RezMultipleAttachmentsFromInventory; client.OnObjectAttach += AttachObject; client.OnObjectDetach += DetachObject; client.OnDetachAttachmentIntoInv += ShowDetachInUserInventory; } public void UnsubscribeFromClientEvents(IClientAPI client) { client.OnRezSingleAttachmentFromInv -= RezSingleAttachmentFromInventory; client.OnRezMultipleAttachmentsFromInv -= RezMultipleAttachmentsFromInventory; client.OnObjectAttach -= AttachObject; client.OnObjectDetach -= DetachObject; client.OnDetachAttachmentIntoInv -= ShowDetachInUserInventory; } /// /// Called by client /// /// /// /// /// public void AttachObject(IClientAPI remoteClient, uint objectLocalID, uint AttachmentPt, bool silent) { m_log.Debug("[ATTACHMENTS MODULE]: Invoking AttachObject"); try { // If we can't take it, we can't attach it! SceneObjectPart part = m_scene.GetSceneObjectPart(objectLocalID); if (part == null) return; if (!m_scene.Permissions.CanTakeObject(part.UUID, remoteClient.AgentId)) return; // TODO: this short circuits multiple attachments functionality in LL viewer 2.1+ and should // be removed when that functionality is implemented in opensim AttachmentPt &= 0x7f; // Calls attach with a Zero position if (AttachObject(remoteClient, part.ParentGroup, AttachmentPt, false)) { m_scene.EventManager.TriggerOnAttach(objectLocalID, part.ParentGroup.GetFromItemID(), remoteClient.AgentId); // Save avatar attachment information m_log.Info( "[ATTACHMENTS MODULE]: Saving avatar attachment. AgentID: " + remoteClient.AgentId + ", AttachmentPoint: " + AttachmentPt); if (m_scene.AvatarFactory != null) m_scene.AvatarFactory.QueueAppearanceSave(remoteClient.AgentId); } } catch (Exception e) { m_log.DebugFormat("[ATTACHMENTS MODULE]: exception upon Attach Object {0}", e); } } public bool AttachObject(IClientAPI remoteClient, SceneObjectGroup group, uint AttachmentPt, bool silent) { Vector3 attachPos = group.AbsolutePosition; if (m_scene.Permissions.CanTakeObject(group.UUID, remoteClient.AgentId)) { // TODO: this short circuits multiple attachments functionality in LL viewer 2.1+ and should // be removed when that functionality is implemented in opensim AttachmentPt &= 0x7f; // If the attachment point isn't the same as the one previously used // set it's offset position = 0 so that it appears on the attachment point // and not in a weird location somewhere unknown. if (AttachmentPt != 0 && AttachmentPt != (uint)group.GetAttachmentPoint()) { attachPos = Vector3.Zero; } // AttachmentPt 0 means the client chose to 'wear' the attachment. if (AttachmentPt == 0) { // Check object for stored attachment point AttachmentPt = (uint)group.GetAttachmentPoint(); } // if we still didn't find a suitable attachment point....... if (AttachmentPt == 0) { // Stick it on left hand with Zero Offset from the attachment point. AttachmentPt = (uint)AttachmentPoint.LeftHand; attachPos = Vector3.Zero; } group.SetAttachmentPoint((byte)AttachmentPt); group.AbsolutePosition = attachPos; // Remove any previous attachments ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId); UUID itemID = UUID.Zero; if (sp != null) { foreach (SceneObjectGroup grp in sp.GetAttachments(AttachmentPt)) { itemID = grp.GetFromItemID(); if (itemID != UUID.Zero) DetachSingleAttachmentToInv(itemID, remoteClient); } } if (group.GetFromItemID() == UUID.Zero) { m_scene.attachObjectAssetStore(remoteClient, group, remoteClient.AgentId, out itemID); } else { itemID = group.GetFromItemID(); } ShowAttachInUserInventory(remoteClient, AttachmentPt, itemID, group); AttachToAgent(sp, group, AttachmentPt, attachPos, silent); } else { remoteClient.SendAgentAlertMessage( "You don't have sufficient permissions to attach this object", false); return false; } return true; } public void RezMultipleAttachmentsFromInventory( IClientAPI remoteClient, RezMultipleAttachmentsFromInvPacket.HeaderDataBlock header, RezMultipleAttachmentsFromInvPacket.ObjectDataBlock[] objects) { foreach (RezMultipleAttachmentsFromInvPacket.ObjectDataBlock obj in objects) { RezSingleAttachmentFromInventory(remoteClient, obj.ItemID, obj.AttachmentPt); } } public UUID RezSingleAttachmentFromInventory(IClientAPI remoteClient, UUID itemID, uint AttachmentPt) { return RezSingleAttachmentFromInventory(remoteClient, itemID, AttachmentPt, true); } public UUID RezSingleAttachmentFromInventory( IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus) { return RezSingleAttachmentFromInventory(remoteClient, itemID, AttachmentPt, true, null); } public UUID RezSingleAttachmentFromInventory( IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus, XmlDocument doc) { // TODO: this short circuits multiple attachments functionality in LL viewer 2.1+ and should // be removed when that functionality is implemented in opensim AttachmentPt &= 0x7f; SceneObjectGroup att = RezSingleAttachmentFromInventoryInternal(remoteClient, itemID, AttachmentPt, doc); if (updateInventoryStatus) { if (att == null) ShowDetachInUserInventory(itemID, remoteClient); else ShowAttachInUserInventory(att, remoteClient, itemID, AttachmentPt); } if (null == att) return UUID.Zero; else return att.UUID; } protected SceneObjectGroup RezSingleAttachmentFromInventoryInternal( IClientAPI remoteClient, UUID itemID, uint AttachmentPt, XmlDocument doc) { IInventoryAccessModule invAccess = m_scene.RequestModuleInterface(); if (invAccess != null) { SceneObjectGroup objatt = invAccess.RezObject(remoteClient, itemID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true, false, false, remoteClient.AgentId, true); // m_log.DebugFormat( // "[ATTACHMENTS MODULE]: Retrieved single object {0} for attachment to {1} on point {2}", // objatt.Name, remoteClient.Name, AttachmentPt); if (objatt != null) { bool tainted = false; if (AttachmentPt != 0 && AttachmentPt != objatt.GetAttachmentPoint()) tainted = true; // This will throw if the attachment fails try { AttachObject(remoteClient, objatt, AttachmentPt, false); } catch { // Make sure the object doesn't stick around and bail m_scene.DeleteSceneObject(objatt, false); return null; } if (tainted) objatt.HasGroupChanged = true; if (doc != null) { objatt.LoadScriptState(doc); objatt.ResetOwnerChangeFlag(); } // Fire after attach, so we don't get messy perms dialogs // 4 == AttachedRez objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4); objatt.ResumeScripts(); // Do this last so that event listeners have access to all the effects of the attachment //m_scene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, remoteClient.AgentId); } else { m_log.WarnFormat( "[ATTACHMENTS MODULE]: Could not retrieve item {0} for attaching to avatar {1} at point {2}", itemID, remoteClient.Name, AttachmentPt); } return objatt; } return null; } /// /// Update the user inventory to the attachment of an item /// /// /// /// /// /// protected UUID ShowAttachInUserInventory( SceneObjectGroup att, IClientAPI remoteClient, UUID itemID, uint AttachmentPt) { // m_log.DebugFormat( // "[ATTACHMENTS MODULE]: Updating inventory of {0} to show attachment of {1} (item ID {2})", // remoteClient.Name, att.Name, itemID); if (!att.IsDeleted) AttachmentPt = att.RootPart.AttachmentPoint; ScenePresence presence; if (m_scene.TryGetScenePresence(remoteClient.AgentId, out presence)) { InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId); if (m_scene.InventoryService != null) item = m_scene.InventoryService.GetItem(item); if (presence.Appearance != null) presence.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID /*att.UUID*/); } return att.UUID; } /// /// Update the user inventory to reflect an attachment /// /// /// /// /// protected void ShowAttachInUserInventory( IClientAPI remoteClient, uint AttachmentPt, UUID itemID, SceneObjectGroup att) { // m_log.DebugFormat( // "[USER INVENTORY]: Updating attachment {0} for {1} at {2} using item ID {3}", // att.Name, remoteClient.Name, AttachmentPt, itemID); if (UUID.Zero == itemID) { m_log.Error("[ATTACHMENTS MODULE]: Unable to save attachment. Error inventory item ID."); return; } if (0 == AttachmentPt) { m_log.Error("[ATTACHMENTS MODULE]: Unable to save attachment. Error attachment point."); return; } if (null == att.RootPart) { m_log.Error("[ATTACHMENTS MODULE]: Unable to save attachment for a prim without the rootpart!"); return; } ScenePresence presence; if (m_scene.TryGetScenePresence(remoteClient.AgentId, out presence)) { // XXYY!! InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId); if (item == null) m_log.Error("[ATTACHMENT]: item == null"); if (m_scene == null) m_log.Error("[ATTACHMENT]: m_scene == null"); if (m_scene.InventoryService == null) m_log.Error("[ATTACHMENT]: m_scene.InventoryService == null"); item = m_scene.InventoryService.GetItem(item); presence.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID /* att.UUID */); if (m_scene.AvatarFactory != null) m_scene.AvatarFactory.QueueAppearanceSave(remoteClient.AgentId); } } public void DetachObject(uint objectLocalID, IClientAPI remoteClient) { SceneObjectGroup group = m_scene.GetGroupByPrim(objectLocalID); if (group != null) { //group.DetachToGround(); ShowDetachInUserInventory(group.GetFromItemID(), remoteClient); } } public void ShowDetachInUserInventory(UUID itemID, IClientAPI remoteClient) { ScenePresence presence; if (m_scene.TryGetScenePresence(remoteClient.AgentId, out presence)) { presence.Appearance.DetachAttachment(itemID); // Save avatar attachment information m_log.Debug("[ATTACHMENTS MODULE]: Detaching from UserID: " + remoteClient.AgentId + ", ItemID: " + itemID); if (m_scene.AvatarFactory != null) m_scene.AvatarFactory.QueueAppearanceSave(remoteClient.AgentId); } DetachSingleAttachmentToInv(itemID, remoteClient); } public void DetachSingleAttachmentToGround(UUID itemID, IClientAPI remoteClient) { SceneObjectPart part = m_scene.GetSceneObjectPart(itemID); if (part == null || part.ParentGroup == null) return; if (part.ParentGroup.RootPart.AttachedAvatar != remoteClient.AgentId) return; UUID inventoryID = part.ParentGroup.GetFromItemID(); ScenePresence presence; if (m_scene.TryGetScenePresence(remoteClient.AgentId, out presence)) { if (!m_scene.Permissions.CanRezObject( part.ParentGroup.PrimCount, remoteClient.AgentId, presence.AbsolutePosition)) return; presence.Appearance.DetachAttachment(itemID); if (m_scene.AvatarFactory != null) m_scene.AvatarFactory.QueueAppearanceSave(remoteClient.AgentId); part.ParentGroup.DetachToGround(); List uuids = new List(); uuids.Add(inventoryID); m_scene.InventoryService.DeleteItems(remoteClient.AgentId, uuids); remoteClient.SendRemoveInventoryItem(inventoryID); } m_scene.EventManager.TriggerOnAttach(part.ParentGroup.LocalId, itemID, UUID.Zero); } // What makes this method odd and unique is it tries to detach using an UUID.... Yay for standards. // To LocalId or UUID, *THAT* is the question. How now Brown UUID?? protected void DetachSingleAttachmentToInv(UUID itemID, IClientAPI remoteClient) { if (itemID == UUID.Zero) // If this happened, someone made a mistake.... return; // We can NOT use the dictionries here, as we are looking // for an entity by the fromAssetID, which is NOT the prim UUID EntityBase[] detachEntities = m_scene.GetEntities(); SceneObjectGroup group; foreach (EntityBase entity in detachEntities) { if (entity is SceneObjectGroup) { group = (SceneObjectGroup)entity; if (group.GetFromItemID() == itemID) { m_scene.EventManager.TriggerOnAttach(group.LocalId, itemID, UUID.Zero); // CM / XMREngine!!!! Needed to conclude attach event SceneObjectSerializer.ToOriginalXmlFormat(group); group.DetachToInventoryPrep(); m_log.Debug("[ATTACHMENTS MODULE]: Saving attachpoint: " + ((uint)group.GetAttachmentPoint()).ToString()); UpdateKnownItem(remoteClient, group, group.GetFromItemID(), group.OwnerID); m_scene.DeleteSceneObject(group, false); return; } } } } public void UpdateAttachmentPosition(IClientAPI client, SceneObjectGroup sog, Vector3 pos) { // If this is an attachment, then we need to save the modified // object back into the avatar's inventory. First we save the // attachment point information, then we update the relative // positioning (which caused this method to get driven in the // first place. Then we have to mark the object as NOT an // attachment. This is necessary in order to correctly save // and retrieve GroupPosition information for the attachment. // Then we save the asset back into the appropriate inventory // entry. Finally, we restore the object's attachment status. byte attachmentPoint = sog.GetAttachmentPoint(); sog.UpdateGroupPosition(pos); sog.RootPart.IsAttachment = false; sog.AbsolutePosition = sog.RootPart.AttachedPos; UpdateKnownItem(client, sog, sog.GetFromItemID(), sog.OwnerID); sog.SetAttachmentPoint(attachmentPoint); } /// /// Update the attachment asset for the new sog details if they have changed. /// /// /// This is essential for preserving attachment attributes such as permission. Unlike normal scene objects, /// these details are not stored on the region. /// /// /// /// /// protected void UpdateKnownItem(IClientAPI remoteClient, SceneObjectGroup grp, UUID itemID, UUID agentID) { if (grp != null) { if (!grp.HasGroupChanged) { m_log.WarnFormat("[ATTACHMENTS MODULE]: Save request for {0} which is unchanged", grp.UUID); return; } m_log.DebugFormat( "[ATTACHMENTS MODULE]: Updating asset for attachment {0}, attachpoint {1}", grp.UUID, grp.GetAttachmentPoint()); string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp); InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId); item = m_scene.InventoryService.GetItem(item); if (item != null) { AssetBase asset = m_scene.CreateAsset( grp.GetPartName(grp.LocalId), grp.GetPartDescription(grp.LocalId), (sbyte)AssetType.Object, Utils.StringToBytes(sceneObjectXml), remoteClient.AgentId); m_scene.AssetService.Store(asset); item.AssetID = asset.FullID; item.Description = asset.Description; item.Name = asset.Name; item.AssetType = asset.Type; item.InvType = (int)InventoryType.Object; m_scene.InventoryService.UpdateItem(item); // this gets called when the agent logs off! if (remoteClient != null) remoteClient.SendInventoryItemCreateUpdate(item, 0); } } } /// /// Attach this scene object to the given avatar. /// /// /// This isn't publicly available since attachments should always perform the corresponding inventory /// operation (to show the attach in user inventory and update the asset with positional information). /// /// /// /// /// /// protected void AttachToAgent(ScenePresence avatar, SceneObjectGroup so, uint attachmentpoint, Vector3 AttachOffset, bool silent) { // don't attach attachments to child agents if (avatar.IsChildAgent) return; // m_log.DebugFormat("[ATTACHMENTS MODULE]: Adding attachment {0} to avatar {1}", Name, avatar.Name); so.DetachFromBackup(); // Remove from database and parcel prim count m_scene.DeleteFromStorage(so.UUID); m_scene.EventManager.TriggerParcelPrimCountTainted(); so.RootPart.AttachedAvatar = avatar.UUID; //Anakin Lohner bug #3839 SceneObjectPart[] parts = so.Parts; for (int i = 0; i < parts.Length; i++) parts[i].AttachedAvatar = avatar.UUID; if (so.RootPart.PhysActor != null) { m_scene.PhysicsScene.RemovePrim(so.RootPart.PhysActor); so.RootPart.PhysActor = null; } so.AbsolutePosition = AttachOffset; so.RootPart.AttachedPos = AttachOffset; so.RootPart.IsAttachment = true; so.RootPart.SetParentLocalId(avatar.LocalId); so.SetAttachmentPoint(Convert.ToByte(attachmentpoint)); avatar.AddAttachment(so); if (!silent) { // Killing it here will cause the client to deselect it // It then reappears on the avatar, deselected // through the full update below // if (so.IsSelected) { m_scene.SendKillObject(new List { so.RootPart.LocalId }); } so.IsSelected = false; // fudge.... so.ScheduleGroupForFullUpdate(); } // In case it is later dropped again, don't let // it get cleaned up so.RootPart.RemFlag(PrimFlags.TemporaryOnRez); so.HasGroupChanged = false; } } }