/* * 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.IO; using System.Reflection; using OpenMetaverse; using log4net; using OpenSim.Framework; using OpenSim.Region.Framework.Interfaces; using System.Collections.Generic; using System.Xml; using PermissionMask = OpenSim.Framework.PermissionMask; namespace OpenSim.Region.Framework.Scenes { public partial class SceneObjectGroup : EntityBase { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); /// /// Force all task inventories of prims in the scene object to persist /// public void ForceInventoryPersistence() { SceneObjectPart[] parts = m_parts.GetArray(); for (int i = 0; i < parts.Length; i++) parts[i].Inventory.ForceInventoryPersistence(); } /// /// Start the scripts contained in all the prims in this group. /// /// /// /// /// /// /// Number of scripts that were valid for starting. This does not guarantee that all these scripts /// were actually started, but just that the start could be attempt (e.g. the asset data for the script could be found) /// public int CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource) { int scriptsStarted = 0; if (m_scene == null) { m_log.DebugFormat("[PRIM INVENTORY]: m_scene is null. Unable to create script instances"); return 0; } // Don't start scripts if they're turned off in the region! if (!m_scene.RegionInfo.RegionSettings.DisableScripts) { SceneObjectPart[] parts = m_parts.GetArray(); for (int i = 0; i < parts.Length; i++) scriptsStarted += parts[i].Inventory.CreateScriptInstances(startParam, postOnRez, engine, stateSource); } return scriptsStarted; } /// /// Stop and remove the scripts contained in all the prims in this group /// public void RemoveScriptInstances(bool sceneObjectBeingDeleted) { SceneObjectPart[] parts = m_parts.GetArray(); for (int i = 0; i < parts.Length; i++) parts[i].Inventory.RemoveScriptInstances(sceneObjectBeingDeleted); } /// /// Stop the scripts contained in all the prims in this group /// public void StopScriptInstances() { Array.ForEach(m_parts.GetArray(), p => p.Inventory.StopScriptInstances()); } /// /// Add an inventory item from a user's inventory to a prim in this scene object. /// /// The agent adding the item. /// The local ID of the part receiving the add. /// The user inventory item being added. /// The item UUID that should be used by the new item. /// public bool AddInventoryItem(UUID agentID, uint localID, InventoryItemBase item, UUID copyItemID) { // m_log.DebugFormat( // "[PRIM INVENTORY]: Adding inventory item {0} from {1} to part with local ID {2}", // item.Name, remoteClient.Name, localID); UUID newItemId = (copyItemID != UUID.Zero) ? copyItemID : item.ID; SceneObjectPart part = GetPart(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.CreatorIdAsUuid; taskItem.Type = item.AssetType; taskItem.InvType = item.InvType; if (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; // We're adding this to a prim we don't own. Force // owner change taskItem.Flags |= (uint)InventoryItemFlags.ObjectSlamPerm; } else { taskItem.BasePermissions = item.BasePermissions; taskItem.CurrentPermissions = item.CurrentPermissions; taskItem.EveryonePermissions = item.EveryOnePermissions; taskItem.GroupPermissions = item.GroupPermissions; taskItem.NextPermissions = item.NextPermissions; } taskItem.Flags = item.Flags; // m_log.DebugFormat( // "[PRIM INVENTORY]: Flags are 0x{0:X} for item {1} added to part {2} by {3}", // taskItem.Flags, taskItem.Name, localID, remoteClient.Name); // 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 = 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; } /// /// Returns an existing inventory item. Returns the original, so any changes will be live. /// /// /// /// null if the item does not exist public TaskInventoryItem GetInventoryItem(uint primID, UUID itemID) { SceneObjectPart part = GetPart(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; } /// /// Update an existing inventory item. /// /// The updated item. An item with the same id must already exist /// in this prim's inventory /// false if the item did not exist, true if the update occurred succesfully public bool UpdateInventoryItem(TaskInventoryItem item) { SceneObjectPart part = GetPart(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 = GetPart(localID); if (part != null) { int type = part.Inventory.RemoveInventoryItem(itemID); return type; } return -1; } // new test code, to place in better place later private object PermissionsLock = new object(); private uint m_EffectiveEveryOnePerms; public uint EffectiveEveryOnePerms { get { // this can't be done here but on every place where a change may happen (rez, (de)link, contents , perms, etc) // bc this is on heavy duty code paths // but for now we need to test the concept AggregateDeepPerms(); return m_EffectiveEveryOnePerms; } } private uint m_EffectiveGroupPerms; public uint EffectiveGroupPerms { get { // this can't be done here but on every place where a change may happen (rez, (de)link, contents , perms, etc) // bc this is on heavy duty code paths // but for now we need to test the concept AggregateDeepPerms(); return m_EffectiveGroupPerms; } } private uint m_EffectiveGroupOrEveryOnePerms; public uint EffectiveGroupOrEveryOnePerms { get { // this can't be done here but on every place where a change may happen (rez, (de)link, contents , perms, etc) // bc this is on heavy duty code paths // but for now we need to test the concept AggregateDeepPerms(); return m_EffectiveGroupOrEveryOnePerms; } } private uint m_EffectiveOwnerPerms; public uint EffectiveOwnerPerms { get { // this can't be done here but on every place where a change may happen (rez, (de)link, contents , perms, etc) // bc this is on heavy duty code paths // but for now we need to test the concept AggregateDeepPerms(); return m_EffectiveOwnerPerms; } } // aggregates perms scanning parts and their contents public void AggregateDeepPerms() { lock(PermissionsLock) { // aux const uint allmask = (uint)PermissionMask.AllEffective; const uint movemodmask = (uint)(PermissionMask.Move | PermissionMask.Modify); const uint copytransfermast = (uint)(PermissionMask.Copy | PermissionMask.Transfer); uint baseOwnerPerms = RootPart.OwnerMask; uint owner = baseOwnerPerms; uint baseGroupPerms = RootPart.GroupMask; uint group = baseGroupPerms; uint baseEveryonePerms = RootPart.EveryoneMask; uint everyone = baseEveryonePerms; SceneObjectPart[] parts = m_parts.GetArray(); for (int i = 0; i < parts.Length; i++) { SceneObjectPart part = parts[i]; part.AggregateInnerPerms(); owner &= part.AggregatedInnerOwnerPerms; group &= part.AggregatedInnerGroupPerms; everyone &= part.AggregatedInnerEveryonePerms; } // recover modify and move baseOwnerPerms &= movemodmask; owner |= baseOwnerPerms; if((owner & copytransfermast) == 0) owner |= (uint)PermissionMask.Transfer; owner &= allmask; m_EffectiveOwnerPerms = owner; // recover modify and move baseGroupPerms &= movemodmask; group |= baseGroupPerms; group &= allmask; uint groupOrEveryone = group; if((group & copytransfermast) == 0) group |= (uint)PermissionMask.Transfer; m_EffectiveGroupPerms = group; // recover move baseEveryonePerms &= (uint)PermissionMask.Move; everyone |= baseEveryonePerms; everyone &= allmask; groupOrEveryone |= everyone; if((everyone & copytransfermast) == 0) // not much sense but as sl everyone |= (uint)PermissionMask.Transfer; m_EffectiveEveryOnePerms = everyone; if((groupOrEveryone & copytransfermast) == 0) // not much sense but as sl groupOrEveryone |= (uint)PermissionMask.Transfer; m_EffectiveGroupOrEveryOnePerms = groupOrEveryone; } } // aggregates perms scanning parts, assuming their contents was already aggregated public void AggregatePerms() { lock(PermissionsLock) { // aux const uint allmask = (uint)PermissionMask.AllEffective; const uint movemodmask = (uint)(PermissionMask.Move | PermissionMask.Modify); const uint copytransfermast = (uint)(PermissionMask.Copy | PermissionMask.Transfer); uint baseOwnerPerms = RootPart.OwnerMask; uint owner = baseOwnerPerms; uint baseGroupPerms = RootPart.GroupMask; uint group = baseGroupPerms; uint baseEveryonePerms = RootPart.EveryoneMask; uint everyone = baseEveryonePerms; SceneObjectPart[] parts = m_parts.GetArray(); for (int i = 0; i < parts.Length; i++) { SceneObjectPart part = parts[i]; part.AggregateInnerPerms(); owner &= part.AggregatedInnerOwnerPerms; group &= part.AggregatedInnerGroupPerms; everyone &= part.AggregatedInnerEveryonePerms; } // recover modify and move baseOwnerPerms &= movemodmask; owner |= baseOwnerPerms; if((owner & copytransfermast) == 0) owner |= (uint)PermissionMask.Transfer; owner &= allmask; m_EffectiveOwnerPerms = owner; // recover modify and move baseGroupPerms &= movemodmask; group |= baseGroupPerms; group &= allmask; uint groupOrEveryone = group; if((group & copytransfermast) == 0) group |= (uint)PermissionMask.Transfer; m_EffectiveGroupPerms = group; // recover move baseEveryonePerms &= (uint)PermissionMask.Move; everyone |= baseEveryonePerms; everyone &= allmask; groupOrEveryone |= everyone; if((everyone & copytransfermast) == 0) // not much sense but as sl everyone |= (uint)PermissionMask.Transfer; m_EffectiveEveryOnePerms = everyone; if((groupOrEveryone & copytransfermast) == 0) // not much sense but as sl groupOrEveryone |= (uint)PermissionMask.Transfer; m_EffectiveGroupOrEveryOnePerms = groupOrEveryone; } } public uint GetEffectivePermissions() { return GetEffectivePermissions(false); } public uint GetEffectivePermissions(bool useBase) { uint perms=(uint)(PermissionMask.Modify | PermissionMask.Copy | PermissionMask.Move | PermissionMask.Transfer) | 7; uint ownerMask = 0x7fffffff; SceneObjectPart[] parts = m_parts.GetArray(); for (int i = 0; i < parts.Length; i++) { SceneObjectPart part = parts[i]; if (useBase) ownerMask &= part.BaseMask; else 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 root prim permissions are applied here, this would screw // with in-inventory manipulation of the next owner perms // in a major way. So, let's move this to the give itself. // Yes. I know. Evil. // 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() { // m_log.DebugFormat("[PRIM INVENTORY]: Applying next owner permissions to {0} {1}", Name, UUID); SceneObjectPart[] parts = m_parts.GetArray(); for (int i = 0; i < parts.Length; i++) parts[i].ApplyNextOwnerPermissions(); } public string GetStateSnapshot() { Dictionary states = new Dictionary(); SceneObjectPart[] parts = m_parts.GetArray(); for (int i = 0; i < parts.Length; i++) { SceneObjectPart part = parts[i]; foreach (KeyValuePair s in part.Inventory.GetScriptStates()) states[s.Key] = s.Value; } if (states.Count < 1) return String.Empty; XmlDocument xmldoc = new XmlDocument(); XmlNode xmlnode = xmldoc.CreateNode(XmlNodeType.XmlDeclaration, String.Empty, String.Empty); xmldoc.AppendChild(xmlnode); XmlElement rootElement = xmldoc.CreateElement("", "ScriptData", String.Empty); xmldoc.AppendChild(rootElement); XmlElement wrapper = xmldoc.CreateElement("", "ScriptStates", String.Empty); rootElement.AppendChild(wrapper); foreach (KeyValuePair state in states) { XmlDocument sdoc = new XmlDocument(); sdoc.LoadXml(state.Value); XmlNodeList rootL = sdoc.GetElementsByTagName("State"); XmlNode rootNode = rootL[0]; XmlNode newNode = xmldoc.ImportNode(rootNode, true); wrapper.AppendChild(newNode); } return xmldoc.InnerXml; } public void SetState(string objXMLData, IScene ins) { if (!(ins is Scene)) return; Scene s = (Scene)ins; if (objXMLData == String.Empty) return; IScriptModule scriptModule = null; foreach (IScriptModule sm in s.RequestModuleInterfaces()) { if (sm.ScriptEngineName == s.DefaultScriptEngine) scriptModule = sm; else if (scriptModule == null) scriptModule = sm; } if (scriptModule == null) return; XmlDocument doc = new XmlDocument(); try { doc.LoadXml(objXMLData); } catch (Exception) // (System.Xml.XmlException) { // We will get here if the XML is invalid or in unit // tests. Really should determine which it is and either // fail silently or log it // Fail silently, for now. // TODO: Fix this // return; } XmlNodeList rootL = doc.GetElementsByTagName("ScriptData"); if (rootL.Count != 1) return; XmlElement rootE = (XmlElement)rootL[0]; XmlNodeList dataL = rootE.GetElementsByTagName("ScriptStates"); if (dataL.Count != 1) return; XmlElement dataE = (XmlElement)dataL[0]; foreach (XmlNode n in dataE.ChildNodes) { XmlElement stateE = (XmlElement)n; UUID itemID = new UUID(stateE.GetAttribute("UUID")); scriptModule.SetXMLState(itemID, n.OuterXml); } } public void ResumeScripts() { if (m_scene.RegionInfo.RegionSettings.DisableScripts) return; SceneObjectPart[] parts = m_parts.GetArray(); for (int i = 0; i < parts.Length; i++) parts[i].Inventory.ResumeScripts(); } /// /// Returns true if any part in the scene object contains scripts, false otherwise. /// /// public bool ContainsScripts() { foreach (SceneObjectPart part in Parts) if (part.Inventory.ContainsScripts()) return true; return false; } } }