/* * 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 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 { public class AttachmentsModule : IAttachmentsModule, IRegionModule { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); protected Scene m_scene = null; public void Initialise(Scene scene, IConfigSource source) { scene.RegisterModuleInterface(this); m_scene = scene; } public void PostInitialise() { } public void Close() { } public string Name { get { return "Attachments Module"; } } public bool IsSharedModule { get { return false; } } public void AttachObject(IClientAPI remoteClient, uint objectLocalID, uint AttachmentPt, Quaternion rot, 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; // Calls attach with a Zero position if (AttachObject(remoteClient, objectLocalID, AttachmentPt, rot, Vector3.Zero, false)) { m_scene.EventManager.TriggerOnAttach(objectLocalID, part.ParentGroup.GetFromItemID(), remoteClient.AgentId); // Save avatar attachment information ScenePresence presence; if (m_scene.AvatarFactory != null && m_scene.TryGetScenePresence(remoteClient.AgentId, out presence)) { m_log.Info( "[ATTACHMENTS MODULE]: Saving avatar attachment. AgentID: " + remoteClient.AgentId + ", AttachmentPoint: " + AttachmentPt); m_scene.AvatarFactory.UpdateDatabase(remoteClient.AgentId, presence.Appearance); } } } catch (Exception e) { m_log.DebugFormat("[ATTACHMENTS MODULE]: exception upon Attach Object {0}", e); } } public bool AttachObject( IClientAPI remoteClient, uint objectLocalID, uint AttachmentPt, Quaternion rot, Vector3 attachPos, bool silent) { SceneObjectGroup group = m_scene.GetGroupByPrim(objectLocalID); if (group != null) { if (m_scene.Permissions.CanTakeObject(group.UUID, remoteClient.AgentId)) { // 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; // Saves and gets itemID UUID itemId; if (group.GetFromItemID() == UUID.Zero) { m_scene.attachObjectAssetStore(remoteClient, group, remoteClient.AgentId, out itemId); } else { itemId = group.GetFromItemID(); } SetAttachmentInventoryStatus(remoteClient, AttachmentPt, itemId, group); group.AttachToAgent(remoteClient.AgentId, AttachmentPt, attachPos, silent); // In case it is later dropped again, don't let // it get cleaned up group.RootPart.RemFlag(PrimFlags.TemporaryOnRez); group.HasGroupChanged = false; } else { remoteClient.SendAgentAlertMessage( "You don't have sufficient permissions to attach this object", false); return false; } } else { m_log.DebugFormat("[ATTACHMENTS MODULE]: AttachObject found no such scene object {0}", objectLocalID); 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) { m_log.DebugFormat("[ATTACHMENTS MODULE]: Rezzing single attachment from item {0} for {1}", itemID, remoteClient.Name); 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) { SceneObjectGroup att = RezSingleAttachmentFromInventoryInternal(remoteClient, itemID, AttachmentPt, doc); if (updateInventoryStatus) { if (att == null) { ShowDetachInUserInventory(itemID, remoteClient); } SetAttachmentInventoryStatus(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; AttachObject( remoteClient, objatt.LocalId, AttachmentPt, Quaternion.Identity, objatt.AbsolutePosition, false); //objatt.ScheduleGroupForFullUpdate(); if (tainted) objatt.HasGroupChanged = true; if (doc != null) { objatt.LoadScriptState(doc); objatt.ResetOwnerChangeFlag(); } // Fire after attach, so we don't get messy perms dialogs // 3 == AttachedRez objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 3); 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; } public UUID SetAttachmentInventoryStatus( 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); presence.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID /*att.UUID*/); } return att.UUID; } /// /// Update the user inventory to reflect an attachment /// /// /// /// /// public void SetAttachmentInventoryStatus( 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.UpdateDatabase(remoteClient.AgentId, presence.Appearance); } } 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 if (m_scene.AvatarFactory != null) { m_log.Debug("[ATTACHMENTS MODULE]: Dettaching from UserID: " + remoteClient.AgentId + ", ItemID: " + itemID); m_scene.AvatarFactory.UpdateDatabase(remoteClient.AgentId, presence.Appearance); } } DetachSingleAttachmentToInv(itemID, remoteClient); } public void DetachSingleAttachmentToGround(UUID itemID, IClientAPI remoteClient) { SceneObjectPart part = m_scene.GetSceneObjectPart(itemID); if (part == null || part.ParentGroup == null) return; UUID inventoryID = part.ParentGroup.GetFromItemID(); ScenePresence presence; if (m_scene.TryGetScenePresence(remoteClient.AgentId, out presence)) { if (!m_scene.Permissions.CanRezObject( part.ParentGroup.Children.Count, remoteClient.AgentId, presence.AbsolutePosition)) return; presence.Appearance.DetachAttachment(itemID); if (m_scene.AvatarFactory != null) { m_scene.AvatarFactory.UpdateDatabase(remoteClient.AgentId, presence.Appearance); } 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 List 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()); m_scene.UpdateKnownItem(remoteClient, group,group.GetFromItemID(), group.OwnerID); m_scene.DeleteSceneObject(group, false); return; } } } } } }