/*
* 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:
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* 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.
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* 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
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* 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;
using OpenSim.Services.Interfaces;
namespace OpenSim.Region.CoreModules.Avatar.Attachments
{
[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "AttachmentsModule")]
public class AttachmentsModule : IAttachmentsModule, INonSharedRegionModule
{
#region INonSharedRegionModule
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private Scene m_scene;
private IInventoryAccessModule m_invAccessModule;
///
/// Are attachments enabled?
///
public bool Enabled { get; private set; }
public string Name { get { return "Attachments Module"; } }
public Type ReplaceableInterface { get { return null; } }
public void Initialise(IConfigSource source)
{
IConfig config = source.Configs["Attachments"];
if (config != null)
Enabled = config.GetBoolean("Enabled", true);
else
Enabled = true;
}
public void AddRegion(Scene scene)
{
m_scene = scene;
m_scene.RegisterModuleInterface(this);
if (Enabled)
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);
if (Enabled)
m_scene.EventManager.OnNewClient -= SubscribeToClientEvents;
}
public void RegionLoaded(Scene scene)
{
m_invAccessModule = m_scene.RequestModuleInterface();
}
public void Close()
{
RemoveRegion(m_scene);
}
#endregion
#region IAttachmentsModule
///
/// RezAttachments. This should only be called upon login on the first region.
/// Attachment rezzings on crossings and TPs are done in a different way.
///
public void RezAttachments(IScenePresence sp)
{
if (!Enabled)
return;
if (null == sp.Appearance)
{
m_log.WarnFormat("[ATTACHMENTS MODULE]: Appearance has not been initialized for agent {0}", sp.UUID);
return;
}
// m_log.DebugFormat("[ATTACHMENTS MODULE]: Rezzing any attachments for {0}", sp.Name);
XmlDocument doc = new XmlDocument();
string stateData = String.Empty;
IAttachmentsService attServ = m_scene.RequestModuleInterface();
if (attServ != null)
{
m_log.DebugFormat("[ATTACHMENT]: Loading attachment data from attachment service");
stateData = attServ.Get(sp.UUID.ToString());
if (stateData != String.Empty)
{
try
{
doc.LoadXml(stateData);
}
catch { }
}
}
Dictionary itemData = new Dictionary();
XmlNodeList nodes = doc.GetElementsByTagName("Attachment");
if (nodes.Count > 0)
{
foreach (XmlNode n in nodes)
{
XmlElement elem = (XmlElement)n;
string itemID = elem.GetAttribute("ItemID");
string xml = elem.InnerXml;
itemData[new UUID(itemID)] = xml;
}
}
List attachments = sp.Appearance.GetAttachments();
foreach (AvatarAttachment attach in attachments)
{
uint p = (uint)attach.AttachPoint;
// m_log.DebugFormat(
// "[ATTACHMENTS MODULE]: Doing initial rez of attachment with itemID {0}, assetID {1}, point {2} for {3} in {4}",
// attach.ItemID, attach.AssetID, p, sp.Name, m_scene.RegionInfo.RegionName);
// For some reason assetIDs are being written as Zero's in the DB -- need to track tat down
// But they're not used anyway, the item is being looked up for now, so let's proceed.
//if (UUID.Zero == assetID)
//{
// m_log.DebugFormat("[ATTACHMENT]: Cannot rez attachment in point {0} with itemID {1}", p, itemID);
// continue;
//}
try
{
string xmlData;
XmlDocument d = null;
UUID asset;
if (itemData.TryGetValue(attach.ItemID, out xmlData))
{
d = new XmlDocument();
d.LoadXml(xmlData);
m_log.InfoFormat("[ATTACHMENT]: Found saved state for item {0}, loading it", attach.ItemID);
}
// If we're an NPC then skip all the item checks and manipulations since we don't have an
// inventory right now.
if (sp.PresenceType == PresenceType.Npc)
RezSingleAttachmentFromInventoryInternal(sp, UUID.Zero, attach.AssetID, p, null);
else
RezSingleAttachmentFromInventory(sp, attach.ItemID, p, true, d);
}
catch (Exception e)
{
UUID agentId = (sp.ControllingClient == null) ? (UUID)null : sp.ControllingClient.AgentId;
m_log.ErrorFormat("[ATTACHMENTS MODULE]: Unable to rez attachment with itemID {0}, assetID {1}, point {2} for {3}: {4}\n{5}",
attach.ItemID, attach.AssetID, p, agentId, e.Message, e.StackTrace);
}
}
}
public void SaveChangedAttachments(IScenePresence sp, bool saveAllScripted)
{
// m_log.DebugFormat("[ATTACHMENTS MODULE]: Saving changed attachments for {0}", sp.Name);
if (!Enabled)
return;
foreach (SceneObjectGroup grp in sp.GetAttachments())
{
grp.IsAttachment = false;
grp.AbsolutePosition = grp.RootPart.AttachedPos;
UpdateKnownItem(sp, grp, saveAllScripted);
grp.IsAttachment = true;
}
}
public void DeleteAttachmentsFromScene(IScenePresence sp, bool silent)
{
// m_log.DebugFormat(
// "[ATTACHMENTS MODULE]: Deleting attachments from scene {0} for {1}, silent = {2}",
// m_scene.RegionInfo.RegionName, sp.Name, silent);
if (!Enabled)
return;
foreach (SceneObjectGroup sop in sp.GetAttachments())
{
sop.Scene.DeleteSceneObject(sop, silent);
}
sp.ClearAttachments();
}
public bool AttachObject(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent, bool useAttachData)
{
lock (sp.AttachmentsSyncLock)
{
// m_log.DebugFormat(
// "[ATTACHMENTS MODULE]: Attaching object {0} {1} to {2} point {3} from ground (silent = {4})",
// group.Name, group.LocalId, sp.Name, attachmentPt, silent);
if (sp.GetAttachments(attachmentPt).Contains(group))
{
// m_log.WarnFormat(
// "[ATTACHMENTS MODULE]: Ignoring request to attach {0} {1} to {2} on {3} since it's already attached",
// group.Name, group.LocalId, sp.Name, AttachmentPt);
return false;
}
Vector3 attachPos = group.AbsolutePosition;
// 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 != group.AttachmentPoint)
{
attachPos = Vector3.Zero;
}
// AttachmentPt 0 means the client chose to 'wear' the attachment.
if (attachmentPt == 0)
{
// Check object for stored attachment point
attachmentPt = group.AttachmentPoint;
}
// 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;
}
if (useAttachData)
{
group.RootPart.RotationOffset = group.RootPart.AttachRotation;
attachPos = group.RootPart.AttachOffset;
if (attachmentPt == 0)
{
attachmentPt = group.RootPart.AttachPoint;
if (attachmentPt == 0)
{
attachmentPt = (uint)AttachmentPoint.LeftHand;
attachPos = Vector3.Zero;
}
}
else if (group.RootPart.AttachPoint != attachmentPt)
{
attachPos = Vector3.Zero;
}
}
group.AttachmentPoint = attachmentPt;
group.AbsolutePosition = attachPos;
// We also don't want to do any of the inventory operations for an NPC.
if (sp.PresenceType != PresenceType.Npc)
{
// Remove any previous attachments
List attachments = sp.GetAttachments(attachmentPt);
// At the moment we can only deal with a single attachment
if (attachments.Count != 0)
{
UUID oldAttachmentItemID = attachments[0].FromItemID;
if (oldAttachmentItemID != UUID.Zero)
DetachSingleAttachmentToInvInternal(sp, oldAttachmentItemID);
else
m_log.WarnFormat(
"[ATTACHMENTS MODULE]: When detaching existing attachment {0} {1} at point {2} to make way for {3} {4} for {5}, couldn't find the associated item ID to adjust inventory attachment record!",
attachments[0].Name, attachments[0].LocalId, attachmentPt, group.Name, group.LocalId, sp.Name);
}
// Add the new attachment to inventory if we don't already have it.
UUID newAttachmentItemID = group.FromItemID;
if (newAttachmentItemID == UUID.Zero)
newAttachmentItemID = AddSceneObjectAsNewAttachmentInInv(sp, group).ID;
ShowAttachInUserInventory(sp, attachmentPt, newAttachmentItemID, group);
}
AttachToAgent(sp, group, attachmentPt, attachPos, silent);
}
return true;
}
public ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt)
{
return RezSingleAttachmentFromInventory(sp, itemID, AttachmentPt, true, null);
}
public ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt, bool updateInventoryStatus, XmlDocument doc)
{
if (!Enabled)
return null;
// m_log.DebugFormat(
// "[ATTACHMENTS MODULE]: RezSingleAttachmentFromInventory to point {0} from item {1} for {2}",
// (AttachmentPoint)AttachmentPt, itemID, sp.Name);
// 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;
// Viewer 2/3 sometimes asks to re-wear items that are already worn (and show up in it's inventory as such).
// This often happens during login - not sure the exact reason.
// For now, we will ignore the request. Unfortunately, this means that we need to dig through all the
// ScenePresence attachments. We can't use the data in AvatarAppearance because that's present at login
// before anything has actually been attached.
bool alreadyOn = false;
List existingAttachments = sp.GetAttachments();
foreach (SceneObjectGroup so in existingAttachments)
{
if (so.FromItemID == itemID)
{
alreadyOn = true;
break;
}
}
// if (sp.Appearance.GetAttachmentForItem(itemID) != null)
if (alreadyOn)
{
// m_log.WarnFormat(
// "[ATTACHMENTS MODULE]: Ignoring request by {0} to wear item {1} at {2} since it is already worn",
// sp.Name, itemID, AttachmentPt);
return null;
}
SceneObjectGroup att = RezSingleAttachmentFromInventoryInternal(sp, itemID, UUID.Zero, AttachmentPt, doc);
if (att == null)
DetachSingleAttachmentToInv(sp, itemID);
return att;
}
public void RezMultipleAttachmentsFromInventory(IScenePresence sp, List> rezlist)
{
if (!Enabled)
return;
// m_log.DebugFormat("[ATTACHMENTS MODULE]: Rezzing multiple attachments from inventory for {0}", sp.Name);
lock (sp.AttachmentsSyncLock)
{
foreach (KeyValuePair rez in rezlist)
{
RezSingleAttachmentFromInventory(sp, rez.Key, rez.Value);
}
}
}
public void DetachSingleAttachmentToGround(IScenePresence sp, uint soLocalId)
{
if (!Enabled)
return;
// m_log.DebugFormat(
// "[ATTACHMENTS MODULE]: DetachSingleAttachmentToGround() for {0}, object {1}",
// sp.UUID, soLocalId);
SceneObjectGroup so = m_scene.GetGroupByPrim(soLocalId);
if (so == null)
return;
if (so.AttachedAvatar != sp.UUID)
return;
UUID inventoryID = so.FromItemID;
// m_log.DebugFormat(
// "[ATTACHMENTS MODULE]: In DetachSingleAttachmentToGround(), object is {0} {1}, associated item is {2}",
// so.Name, so.LocalId, inventoryID);
lock (sp.AttachmentsSyncLock)
{
if (!m_scene.Permissions.CanRezObject(
so.PrimCount, sp.UUID, sp.AbsolutePosition))
return;
bool changed = sp.Appearance.DetachAttachment(inventoryID);
if (changed && m_scene.AvatarFactory != null)
m_scene.AvatarFactory.QueueAppearanceSave(sp.UUID);
sp.RemoveAttachment(so);
so.FromItemID = UUID.Zero;
SceneObjectPart rootPart = so.RootPart;
so.AbsolutePosition = sp.AbsolutePosition;
so.AttachedAvatar = UUID.Zero;
rootPart.SetParentLocalId(0);
so.ClearPartAttachmentData();
rootPart.ApplyPhysics(rootPart.GetEffectiveObjectFlags(), rootPart.VolumeDetectActive,false);
so.HasGroupChanged = true;
rootPart.Rezzed = DateTime.Now;
rootPart.RemFlag(PrimFlags.TemporaryOnRez);
so.AttachToBackup();
m_scene.EventManager.TriggerParcelPrimCountTainted();
rootPart.ScheduleFullUpdate();
rootPart.ClearUndoState();
List uuids = new List();
uuids.Add(inventoryID);
m_scene.InventoryService.DeleteItems(sp.UUID, uuids);
sp.ControllingClient.SendRemoveInventoryItem(inventoryID);
}
m_scene.EventManager.TriggerOnAttach(so.LocalId, so.UUID, UUID.Zero);
}
public void DetachSingleAttachmentToInv(IScenePresence sp, UUID itemID)
{
lock (sp.AttachmentsSyncLock)
{
// Save avatar attachment information
// m_log.Debug("[ATTACHMENTS MODULE]: Detaching from UserID: " + sp.UUID + ", ItemID: " + itemID);
bool changed = sp.Appearance.DetachAttachment(itemID);
if (changed && m_scene.AvatarFactory != null)
m_scene.AvatarFactory.QueueAppearanceSave(sp.UUID);
DetachSingleAttachmentToInvInternal(sp, itemID);
}
}
public void UpdateAttachmentPosition(SceneObjectGroup sog, Vector3 pos)
{
if (!Enabled)
return;
// First we save the
// attachment point information, then we update the relative
// positioning. 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.
// Finally, we restore the object's attachment status.
uint attachmentPoint = sog.AttachmentPoint;
sog.UpdateGroupPosition(pos);
sog.IsAttachment = false;
sog.AbsolutePosition = sog.RootPart.AttachedPos;
sog.AttachmentPoint = attachmentPoint;
sog.HasGroupChanged = true;
}
#endregion
#region AttachmentModule private methods
// This is public but is not part of the IAttachmentsModule interface.
// RegionCombiner module needs to poke at it to deliver client events.
// This breaks the encapsulation of the module and should get fixed somehow.
public void SubscribeToClientEvents(IClientAPI client)
{
client.OnRezSingleAttachmentFromInv += Client_OnRezSingleAttachmentFromInv;
client.OnRezMultipleAttachmentsFromInv += Client_OnRezMultipleAttachmentsFromInv;
client.OnObjectAttach += Client_OnObjectAttach;
client.OnObjectDetach += Client_OnObjectDetach;
client.OnDetachAttachmentIntoInv += Client_OnDetachAttachmentIntoInv;
client.OnObjectDrop += Client_OnObjectDrop;
}
// This is public but is not part of the IAttachmentsModule interface.
// RegionCombiner module needs to poke at it to deliver client events.
// This breaks the encapsulation of the module and should get fixed somehow.
public void UnsubscribeFromClientEvents(IClientAPI client)
{
client.OnRezSingleAttachmentFromInv -= Client_OnRezSingleAttachmentFromInv;
client.OnRezMultipleAttachmentsFromInv -= Client_OnRezMultipleAttachmentsFromInv;
client.OnObjectAttach -= Client_OnObjectAttach;
client.OnObjectDetach -= Client_OnObjectDetach;
client.OnDetachAttachmentIntoInv -= Client_OnDetachAttachmentIntoInv;
client.OnObjectDrop -= Client_OnObjectDrop;
}
///
/// 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.
///
///
///
private void UpdateKnownItem(IScenePresence sp, SceneObjectGroup grp, bool saveAllScripted)
{
// Saving attachments for NPCs messes them up for the real owner!
INPCModule module = m_scene.RequestModuleInterface();
if (module != null)
{
if (module.IsNPC(sp.UUID, m_scene))
return;
}
if (grp.HasGroupChanged || (saveAllScripted && grp.ContainsScripts()))
{
// m_log.DebugFormat(
// "[ATTACHMENTS MODULE]: Updating asset for attachment {0}, attachpoint {1}",
// grp.UUID, grp.AttachmentPoint);
string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp);
InventoryItemBase item = new InventoryItemBase(grp.FromItemID, sp.UUID);
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),
sp.UUID);
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 (sp.ControllingClient != null)
sp.ControllingClient.SendInventoryItemCreateUpdate(item, 0);
}
grp.HasGroupChanged = false; // Prevent it being saved over and over
}
// else
// {
// m_log.DebugFormat(
// "[ATTACHMENTS MODULE]: Don't need to update asset for unchanged attachment {0}, attachpoint {1}",
// grp.UUID, grp.AttachmentPoint);
// }
}
///
/// 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).
///
///
///
///
///
///
private void AttachToAgent(
IScenePresence sp, SceneObjectGroup so, uint attachmentpoint, Vector3 attachOffset, bool silent)
{
// m_log.DebugFormat(
// "[ATTACHMENTS MODULE]: Adding attachment {0} to avatar {1} in pt {2} pos {3} {4}",
// so.Name, sp.Name, attachmentpoint, attachOffset, so.RootPart.AttachedPos);
so.DetachFromBackup();
// Remove from database and parcel prim count
m_scene.DeleteFromStorage(so.UUID);
m_scene.EventManager.TriggerParcelPrimCountTainted();
so.AttachedAvatar = sp.UUID;
if (so.RootPart.PhysActor != null)
so.RootPart.RemoveFromPhysics();
so.AbsolutePosition = attachOffset;
so.RootPart.AttachedPos = attachOffset;
so.IsAttachment = true;
so.RootPart.SetParentLocalId(sp.LocalId);
so.AttachmentPoint = attachmentpoint;
sp.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);
}
///
/// Add a scene object as a new attachment in the user inventory.
///
///
///
/// The user inventory item created that holds the attachment.
private InventoryItemBase AddSceneObjectAsNewAttachmentInInv(IScenePresence sp, SceneObjectGroup grp)
{
if (m_invAccessModule == null)
return null;
// m_log.DebugFormat(
// "[ATTACHMENTS MODULE]: Called AddSceneObjectAsAttachment for object {0} {1} for {2}",
// grp.Name, grp.LocalId, remoteClient.Name);
// Vector3 inventoryStoredPosition = new Vector3
// (((grp.AbsolutePosition.X > (int)Constants.RegionSize)
// ? (float)Constants.RegionSize - 6
// : grp.AbsolutePosition.X)
// ,
// (grp.AbsolutePosition.Y > (int)Constants.RegionSize)
// ? (float)Constants.RegionSize - 6
// : grp.AbsolutePosition.Y,
// grp.AbsolutePosition.Z);
//
// Vector3 originalPosition = grp.AbsolutePosition;
//
// grp.AbsolutePosition = inventoryStoredPosition;
// If we're being called from a script, then trying to serialize that same script's state will not complete
// in any reasonable time period. Therefore, we'll avoid it. The worst that can happen is that if
// the client/server crashes rather than logging out normally, the attachment's scripts will resume
// without state on relog. Arguably, this is what we want anyway.
string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp, false);
// grp.AbsolutePosition = originalPosition;
AssetBase asset = m_scene.CreateAsset(
grp.GetPartName(grp.LocalId),
grp.GetPartDescription(grp.LocalId),
(sbyte)AssetType.Object,
Utils.StringToBytes(sceneObjectXml),
sp.UUID);
m_scene.AssetService.Store(asset);
InventoryItemBase item = new InventoryItemBase();
item.CreatorId = grp.RootPart.CreatorID.ToString();
item.CreatorData = grp.RootPart.CreatorData;
item.Owner = sp.UUID;
item.ID = UUID.Random();
item.AssetID = asset.FullID;
item.Description = asset.Description;
item.Name = asset.Name;
item.AssetType = asset.Type;
item.InvType = (int)InventoryType.Object;
InventoryFolderBase folder = m_scene.InventoryService.GetFolderForType(sp.UUID, AssetType.Object);
if (folder != null)
item.Folder = folder.ID;
else // oopsies
item.Folder = UUID.Zero;
// Nix the special bits we used to use for slam and the folded perms
uint allowablePermissionsMask = (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify | PermissionMask.Move);
if ((sp.UUID != grp.RootPart.OwnerID) && m_scene.Permissions.PropagatePermissions())
{
item.BasePermissions = grp.RootPart.BaseMask & grp.RootPart.NextOwnerMask & allowablePermissionsMask;
item.CurrentPermissions = grp.RootPart.BaseMask & grp.RootPart.NextOwnerMask & allowablePermissionsMask;
item.NextPermissions = grp.RootPart.NextOwnerMask & allowablePermissionsMask;
item.EveryOnePermissions = grp.RootPart.EveryoneMask & grp.RootPart.NextOwnerMask & allowablePermissionsMask;
item.GroupPermissions = grp.RootPart.GroupMask & grp.RootPart.NextOwnerMask & allowablePermissionsMask;
}
else
{
item.BasePermissions = grp.RootPart.BaseMask & allowablePermissionsMask;
item.CurrentPermissions = grp.RootPart.OwnerMask & allowablePermissionsMask;
item.NextPermissions = grp.RootPart.NextOwnerMask & allowablePermissionsMask;
item.EveryOnePermissions = grp.RootPart.EveryoneMask & allowablePermissionsMask;
item.GroupPermissions = grp.RootPart.GroupMask & allowablePermissionsMask;
}
item.CreationDate = Util.UnixTimeSinceEpoch();
// sets itemID so client can show item as 'attached' in inventory
grp.FromItemID = item.ID;
return item;
}
// 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??
private void DetachSingleAttachmentToInvInternal(IScenePresence sp, UUID itemID)
{
// m_log.DebugFormat("[ATTACHMENTS MODULE]: Detaching item {0} to inventory for {1}", itemID, sp.Name);
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;
lock (sp.AttachmentsSyncLock)
{
foreach (EntityBase entity in detachEntities)
{
if (entity is SceneObjectGroup)
{
group = (SceneObjectGroup)entity;
if (group.FromItemID == itemID)
{
m_scene.EventManager.TriggerOnAttach(group.LocalId, itemID, UUID.Zero);
sp.RemoveAttachment(group);
// Prepare sog for storage
group.AttachedAvatar = UUID.Zero;
group.RootPart.SetParentLocalId(0);
group.IsAttachment = false;
group.AbsolutePosition = group.RootPart.AttachedPos;
UpdateKnownItem(sp, group, true);
m_scene.DeleteSceneObject(group, false);
return;
}
}
}
}
}
protected SceneObjectGroup RezSingleAttachmentFromInventoryInternal(
IScenePresence sp, UUID itemID, UUID assetID, uint attachmentPt, XmlDocument doc)
{
if (m_invAccessModule == null)
return null;
lock (sp.AttachmentsSyncLock)
{
SceneObjectGroup objatt;
if (itemID != UUID.Zero)
objatt = m_invAccessModule.RezObject(sp.ControllingClient,
itemID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true,
false, false, sp.UUID, true);
else
objatt = m_invAccessModule.RezObject(sp.ControllingClient,
null, assetID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true,
false, false, sp.UUID, 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)
{
// HasGroupChanged is being set from within RezObject. Ideally it would be set by the caller.
objatt.HasGroupChanged = false;
bool tainted = false;
if (attachmentPt != 0 && attachmentPt != objatt.AttachmentPoint)
tainted = true;
// This will throw if the attachment fails
try
{
AttachObject(sp, objatt, attachmentPt, false, false);
}
catch (Exception e)
{
m_log.ErrorFormat(
"[ATTACHMENTS MODULE]: Failed to attach {0} {1} for {2}, exception {3}{4}",
objatt.Name, objatt.UUID, sp.Name, e.Message, e.StackTrace);
// Make sure the object doesn't stick around and bail
sp.RemoveAttachment(objatt);
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, sp.UUID);
return objatt;
}
else
{
m_log.WarnFormat(
"[ATTACHMENTS MODULE]: Could not retrieve item {0} for attaching to avatar {1} at point {2}",
itemID, sp.Name, attachmentPt);
}
}
return null;
}
///
/// Update the user inventory to reflect an attachment
///
///
///
///
///
private void ShowAttachInUserInventory(IScenePresence sp, uint AttachmentPt, UUID itemID, SceneObjectGroup att)
{
// m_log.DebugFormat(
// "[USER INVENTORY]: Updating attachment {0} for {1} at {2} using item ID {3}",
// att.Name, sp.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;
}
InventoryItemBase item = new InventoryItemBase(itemID, sp.UUID);
item = m_scene.InventoryService.GetItem(item);
bool changed = sp.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID);
if (changed && m_scene.AvatarFactory != null)
m_scene.AvatarFactory.QueueAppearanceSave(sp.UUID);
}
#endregion
#region Client Event Handlers
private ISceneEntity Client_OnRezSingleAttachmentFromInv(IClientAPI remoteClient, UUID itemID, uint AttachmentPt)
{
if (!Enabled)
return null;
// m_log.DebugFormat(
// "[ATTACHMENTS MODULE]: Rezzing attachment to point {0} from item {1} for {2}",
// (AttachmentPoint)AttachmentPt, itemID, remoteClient.Name);
ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId);
if (sp == null)
{
m_log.ErrorFormat(
"[ATTACHMENTS MODULE]: Could not find presence for client {0} {1} in RezSingleAttachmentFromInventory()",
remoteClient.Name, remoteClient.AgentId);
return null;
}
return RezSingleAttachmentFromInventory(sp, itemID, AttachmentPt);
}
private void Client_OnRezMultipleAttachmentsFromInv(IClientAPI remoteClient, List> rezlist)
{
if (!Enabled)
return;
ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId);
if (sp != null)
RezMultipleAttachmentsFromInventory(sp, rezlist);
else
m_log.ErrorFormat(
"[ATTACHMENTS MODULE]: Could not find presence for client {0} {1} in RezMultipleAttachmentsFromInventory()",
remoteClient.Name, remoteClient.AgentId);
}
private void Client_OnObjectAttach(IClientAPI remoteClient, uint objectLocalID, uint AttachmentPt, bool silent)
{
// m_log.DebugFormat(
// "[ATTACHMENTS MODULE]: Attaching object local id {0} to {1} point {2} from ground (silent = {3})",
// objectLocalID, remoteClient.Name, AttachmentPt, silent);
if (!Enabled)
return;
try
{
ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId);
if (sp == null)
{
m_log.ErrorFormat(
"[ATTACHMENTS MODULE]: Could not find presence for client {0} {1}", remoteClient.Name, remoteClient.AgentId);
return;
}
// 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))
{
remoteClient.SendAgentAlertMessage(
"You don't have sufficient permissions to attach this object", false);
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(sp, part.ParentGroup, AttachmentPt, false, true))
{
// m_log.Debug(
// "[ATTACHMENTS MODULE]: Saving avatar attachment. AgentID: " + remoteClient.AgentId
// + ", AttachmentPoint: " + AttachmentPt);
// Save avatar attachment information
m_scene.EventManager.TriggerOnAttach(objectLocalID, part.ParentGroup.FromItemID, remoteClient.AgentId);
}
}
catch (Exception e)
{
m_log.ErrorFormat("[ATTACHMENTS MODULE]: exception upon Attach Object {0}{1}", e.Message, e.StackTrace);
}
}
private void Client_OnObjectDetach(uint objectLocalID, IClientAPI remoteClient)
{
if (!Enabled)
return;
ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId);
SceneObjectGroup group = m_scene.GetGroupByPrim(objectLocalID);
if (sp != null && group != null)
DetachSingleAttachmentToInv(sp, group.FromItemID);
}
private void Client_OnDetachAttachmentIntoInv(UUID itemID, IClientAPI remoteClient)
{
if (!Enabled)
return;
ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId);
if (sp != null)
DetachSingleAttachmentToInv(sp, itemID);
}
private void Client_OnObjectDrop(uint soLocalId, IClientAPI remoteClient)
{
if (!Enabled)
return;
ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId);
if (sp != null)
DetachSingleAttachmentToGround(sp, soLocalId);
}
#endregion
}
}