/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
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* modification, are permitted provided that the following conditions are met:
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* notice, this list of conditions and the following disclaimer in the
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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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*/
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, bool withModRights = true)
{
// 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)
{
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;
}
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;
if(withModRights)
addFromAllowedDrop = false;
else
addFromAllowedDrop = (part.ParentGroup.RootPart.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) != 0;
part.Inventory.AddInventoryItem(taskItem, addFromAllowedDrop);
part.ParentGroup.AggregatePerms();
return true;
}
///
/// 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
// AggregatePerms does same using cached parts content perms
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 basePerms = (RootPart.BaseMask & allmask) | (uint)PermissionMask.Move;
bool noBaseTransfer = (basePerms & (uint)PermissionMask.Transfer) == 0;
uint rootOwnerPerms = RootPart.OwnerMask;
uint owner = rootOwnerPerms;
uint rootGroupPerms = RootPart.GroupMask;
uint group = rootGroupPerms;
uint rootEveryonePerms = RootPart.EveryoneMask;
uint everyone = rootEveryonePerms;
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
rootOwnerPerms &= movemodmask;
owner |= rootOwnerPerms;
if((owner & copytransfermast) == 0)
owner |= (uint)PermissionMask.Transfer;
owner &= basePerms;
m_EffectiveOwnerPerms = owner;
uint ownertransfermask = owner & (uint)PermissionMask.Transfer;
// recover modify and move
rootGroupPerms &= movemodmask;
group |= rootGroupPerms;
if(noBaseTransfer)
group &=~(uint)PermissionMask.Copy;
else
group |= ownertransfermask;
uint groupOrEveryone = group;
m_EffectiveGroupPerms = group & owner;
// recover move
rootEveryonePerms &= (uint)PermissionMask.Move;
everyone |= rootEveryonePerms;
everyone &= ~(uint)PermissionMask.Modify;
if(noBaseTransfer)
everyone &=~(uint)PermissionMask.Copy;
else
everyone |= ownertransfermask;
groupOrEveryone |= everyone;
m_EffectiveEveryOnePerms = everyone & owner;
m_EffectiveGroupOrEveryOnePerms = groupOrEveryone & owner;
}
}
// aggregates perms scanning parts, assuming their contents was already aggregated and cached
// ie is AggregateDeepPerms without the part.AggregateInnerPerms() call on parts loop
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 basePerms = (RootPart.BaseMask & allmask) | (uint)PermissionMask.Move;
bool noBaseTransfer = (basePerms & (uint)PermissionMask.Transfer) == 0;
uint rootOwnerPerms = RootPart.OwnerMask;
uint owner = rootOwnerPerms;
uint rootGroupPerms = RootPart.GroupMask;
uint group = rootGroupPerms;
uint rootEveryonePerms = RootPart.EveryoneMask;
uint everyone = rootEveryonePerms;
SceneObjectPart[] parts = m_parts.GetArray();
for (int i = 0; i < parts.Length; i++)
{
SceneObjectPart part = parts[i];
owner &= part.AggregatedInnerOwnerPerms;
group &= part.AggregatedInnerGroupPerms;
everyone &= part.AggregatedInnerEveryonePerms;
}
// recover modify and move
rootOwnerPerms &= movemodmask;
owner |= rootOwnerPerms;
if((owner & copytransfermast) == 0)
owner |= (uint)PermissionMask.Transfer;
owner &= basePerms;
m_EffectiveOwnerPerms = owner;
uint ownertransfermask = owner & (uint)PermissionMask.Transfer;
// recover modify and move
rootGroupPerms &= movemodmask;
group |= rootGroupPerms;
if(noBaseTransfer)
group &=~(uint)PermissionMask.Copy;
else
group |= ownertransfermask;
uint groupOrEveryone = group;
m_EffectiveGroupPerms = group & owner;
// recover move
rootEveryonePerms &= (uint)PermissionMask.Move;
everyone |= rootEveryonePerms;
everyone &= ~(uint)PermissionMask.Modify;
if(noBaseTransfer)
everyone &=~(uint)PermissionMask.Copy;
else
everyone |= ownertransfermask;
groupOrEveryone |= everyone;
m_EffectiveEveryOnePerms = everyone & owner;
m_EffectiveGroupOrEveryOnePerms = groupOrEveryone & owner;
}
}
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;
}
}
}