/* * 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 OpenSim 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.IO; using System.Reflection; using OpenMetaverse; using log4net; using OpenSim.Framework; using OpenSim.Region.Environment.Interfaces; using System.Collections.Generic; using System.Xml; namespace OpenSim.Region.Environment.Scenes { public partial class SceneObjectGroup : EntityBase { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); /// <summary> /// Force all task inventories of prims in the scene object to persist /// </summary> public void ForceInventoryPersistence() { lock (m_parts) { foreach (SceneObjectPart part in m_parts.Values) { part.Inventory.ForceInventoryPersistence(); } } } /// <summary> /// Start the scripts contained in all the prims in this group. /// </summary> public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource) { // Don't start scripts if they're turned off in the region! if (!m_scene.RegionInfo.RegionSettings.DisableScripts) { foreach (SceneObjectPart part in m_parts.Values) { part.Inventory.CreateScriptInstances(startParam, postOnRez, engine, stateSource); } } } /// <summary> /// Stop the scripts contained in all the prims in this group /// </summary> public void RemoveScriptInstances() { lock (m_parts) { foreach (SceneObjectPart part in m_parts.Values) { part.Inventory.RemoveScriptInstances(); } } } /// <summary> /// /// </summary> /// <param name="remoteClient"></param> /// <param name="localID"></param> public bool GetPartInventoryFileName(IClientAPI remoteClient, uint localID) { SceneObjectPart part = GetChildPart(localID); if (part != null) { return part.Inventory.GetInventoryFileName(remoteClient, localID); } else { m_log.ErrorFormat( "[PRIM INVENTORY]: " + "Couldn't find part {0} in object group {1}, {2} to retreive prim inventory", localID, Name, UUID); } return false; } /// <summary> /// Return serialized inventory metadata for the given constituent prim /// </summary> /// <param name="localID"></param> /// <param name="xferManager"></param> public void RequestInventoryFile(IClientAPI client, uint localID, IXfer xferManager) { SceneObjectPart part = GetChildPart(localID); if (part != null) { part.Inventory.RequestInventoryFile(client, xferManager); } else { m_log.ErrorFormat( "[PRIM INVENTORY]: " + "Couldn't find part {0} in object group {1}, {2} to request inventory data", localID, Name, UUID); } } /// <summary> /// Add an inventory item to a prim in this group. /// </summary> /// <param name="remoteClient"></param> /// <param name="localID"></param> /// <param name="item"></param> /// <param name="copyItemID">The item UUID that should be used by the new item.</param> /// <returns></returns> public bool AddInventoryItem(IClientAPI remoteClient, uint localID, InventoryItemBase item, UUID copyItemID) { UUID newItemId = (copyItemID != UUID.Zero) ? copyItemID : item.ID; SceneObjectPart part = GetChildPart(localID); if (part != null) { TaskInventoryItem taskItem = new TaskInventoryItem(); taskItem.ItemID = newItemId; taskItem.AssetID = item.AssetID; taskItem.Name = item.Name; taskItem.Description = item.Description; taskItem.OwnerID = part.OwnerID; // Transfer ownership taskItem.CreatorID = item.Creator; taskItem.Type = item.AssetType; taskItem.InvType = item.InvType; if (remoteClient != null && remoteClient.AgentId != part.OwnerID && m_scene.Permissions.PropagatePermissions()) { taskItem.BasePermissions = item.BasePermissions & item.NextPermissions; taskItem.CurrentPermissions = item.CurrentPermissions & item.NextPermissions; taskItem.EveryonePermissions = item.EveryOnePermissions & item.NextPermissions; taskItem.GroupPermissions = item.GroupPermissions & item.NextPermissions; taskItem.NextPermissions = item.NextPermissions; taskItem.CurrentPermissions |= 8; } else { taskItem.BasePermissions = item.BasePermissions; taskItem.CurrentPermissions = item.CurrentPermissions; taskItem.CurrentPermissions |= 8; taskItem.EveryonePermissions = item.EveryOnePermissions; taskItem.GroupPermissions = item.GroupPermissions; taskItem.NextPermissions = item.NextPermissions; } taskItem.Flags = item.Flags; // TODO: These are pending addition of those fields to TaskInventoryItem // taskItem.SalePrice = item.SalePrice; // taskItem.SaleType = item.SaleType; taskItem.CreationDate = (uint)item.CreationDate; bool addFromAllowedDrop = false; if (remoteClient!=null) { addFromAllowedDrop = remoteClient.AgentId != part.OwnerID; } part.Inventory.AddInventoryItem(taskItem, addFromAllowedDrop); return true; } else { m_log.ErrorFormat( "[PRIM INVENTORY]: " + "Couldn't find prim local ID {0} in group {1}, {2} to add inventory item ID {3}", localID, Name, UUID, newItemId); } return false; } /// <summary> /// Returns an existing inventory item. Returns the original, so any changes will be live. /// </summary> /// <param name="primID"></param> /// <param name="itemID"></param> /// <returns>null if the item does not exist</returns> public TaskInventoryItem GetInventoryItem(uint primID, UUID itemID) { SceneObjectPart part = GetChildPart(primID); if (part != null) { return part.Inventory.GetInventoryItem(itemID); } else { m_log.ErrorFormat( "[PRIM INVENTORY]: " + "Couldn't find prim local ID {0} in prim {1}, {2} to get inventory item ID {3}", primID, part.Name, part.UUID, itemID); } return null; } /// <summary> /// Update an existing inventory item. /// </summary> /// <param name="item">The updated item. An item with the same id must already exist /// in this prim's inventory</param> /// <returns>false if the item did not exist, true if the update occurred succesfully</returns> public bool UpdateInventoryItem(TaskInventoryItem item) { SceneObjectPart part = GetChildPart(item.ParentPartID); if (part != null) { part.Inventory.UpdateInventoryItem(item); return true; } else { m_log.ErrorFormat( "[PRIM INVENTORY]: " + "Couldn't find prim ID {0} to update item {1}, {2}", item.ParentPartID, item.Name, item.ItemID); } return false; } public int RemoveInventoryItem(uint localID, UUID itemID) { SceneObjectPart part = GetChildPart(localID); if (part != null) { int type = part.Inventory.RemoveInventoryItem(itemID); return type; } return -1; } public uint GetEffectivePermissions() { uint perms=(uint)(PermissionMask.Modify | PermissionMask.Copy | PermissionMask.Move | PermissionMask.Transfer) | 7; uint ownerMask = 0x7ffffff; foreach (SceneObjectPart part in m_parts.Values) { ownerMask &= part.OwnerMask; perms &= part.Inventory.MaskEffectivePermissions(); } if ((ownerMask & (uint)PermissionMask.Modify) == 0) perms &= ~(uint)PermissionMask.Modify; if ((ownerMask & (uint)PermissionMask.Copy) == 0) perms &= ~(uint)PermissionMask.Copy; if ((ownerMask & (uint)PermissionMask.Transfer) == 0) perms &= ~(uint)PermissionMask.Transfer; if ((ownerMask & RootPart.NextOwnerMask & (uint)PermissionMask.Modify) == 0) perms &= ~((uint)PermissionMask.Modify >> 13); if ((ownerMask & RootPart.NextOwnerMask & (uint)PermissionMask.Copy) == 0) perms &= ~((uint)PermissionMask.Copy >> 13); if ((ownerMask & RootPart.NextOwnerMask & (uint)PermissionMask.Transfer) == 0) perms &= ~((uint)PermissionMask.Transfer >> 13); return perms; } public void ApplyNextOwnerPermissions() { foreach (SceneObjectPart part in m_parts.Values) part.Inventory.ApplyNextOwnerPermissions(); } public string GetStateSnapshot() { List<string> assemblies = new List<string>(); Dictionary<UUID, string> states = new Dictionary<UUID, string>(); foreach (SceneObjectPart part in m_parts.Values) { foreach (string a in part.Inventory.GetScriptAssemblies()) { if (a != "" && !assemblies.Contains(a)) assemblies.Add(a); } foreach (KeyValuePair<UUID, string> s in part.Inventory.GetScriptStates()) { states[s.Key] = s.Value; } } if (states.Count < 1 || assemblies.Count < 1) return ""; XmlDocument xmldoc = new XmlDocument(); XmlNode xmlnode = xmldoc.CreateNode(XmlNodeType.XmlDeclaration, "", ""); xmldoc.AppendChild(xmlnode); XmlElement rootElement = xmldoc.CreateElement("", "ScriptData", ""); xmldoc.AppendChild(rootElement); XmlElement wrapper = xmldoc.CreateElement("", "Assemblies", ""); rootElement.AppendChild(wrapper); foreach (string assembly in assemblies) { string fn = Path.GetFileName(assembly); if (fn == String.Empty) continue; FileInfo fi = new FileInfo(assembly); if (fi == null) continue; Byte[] data = new Byte[fi.Length]; FileStream fs = File.Open(assembly, FileMode.Open, FileAccess.Read); fs.Read(data, 0, data.Length); fs.Close(); XmlElement assemblyData = xmldoc.CreateElement("", "Assembly", ""); XmlAttribute assemblyName = xmldoc.CreateAttribute("", "Filename", ""); assemblyName.Value = fn; assemblyData.Attributes.Append(assemblyName); assemblyData.InnerText = System.Convert.ToBase64String(data); wrapper.AppendChild(assemblyData); } wrapper = xmldoc.CreateElement("", "ScriptStates", ""); rootElement.AppendChild(wrapper); foreach (KeyValuePair<UUID, string> state in states) { XmlElement stateData = xmldoc.CreateElement("", "State", ""); XmlAttribute stateID = xmldoc.CreateAttribute("", "UUID", ""); stateID.Value = state.Key.ToString(); stateData.Attributes.Append(stateID); XmlDocument sdoc = new XmlDocument(); sdoc.LoadXml(state.Value); XmlNodeList rootL = sdoc.GetElementsByTagName("ScriptState"); XmlNode rootNode = rootL[0]; XmlNode newNode = xmldoc.ImportNode(rootNode, true); stateData.AppendChild(newNode); wrapper.AppendChild(stateData); } return xmldoc.InnerXml; } } }