/*
* 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.
* * 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
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* 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.Xml;
using System.IO;
using System.Collections.Generic;
using System.Collections;
using System.Reflection;
using System.Threading;
using OpenMetaverse;
using log4net;
using OpenSim.Framework;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes.Scripting;
using OpenSim.Region.Framework.Scenes.Serialization;
namespace OpenSim.Region.Framework.Scenes
{
public class SceneObjectPartInventory : IEntityInventory
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private string m_inventoryFileName = String.Empty;
private byte[] m_inventoryFileData = new byte[0];
private uint m_inventoryFileNameSerial = 0;
///
/// The part to which the inventory belongs.
///
private SceneObjectPart m_part;
///
/// Serial count for inventory file , used to tell if inventory has changed
/// no need for this to be part of Database backup
///
protected uint m_inventorySerial = 0;
///
/// Holds in memory prim inventory
///
protected TaskInventoryDictionary m_items = new TaskInventoryDictionary();
///
/// Tracks whether inventory has changed since the last persistent backup
///
internal bool HasInventoryChanged;
///
/// Inventory serial number
///
protected internal uint Serial
{
get { return m_inventorySerial; }
set { m_inventorySerial = value; }
}
///
/// Raw inventory data
///
protected internal TaskInventoryDictionary Items
{
get { return m_items; }
set
{
m_items = value;
m_inventorySerial++;
}
}
///
/// Constructor
///
///
/// A
///
public SceneObjectPartInventory(SceneObjectPart part)
{
m_part = part;
}
///
/// Force the task inventory of this prim to persist at the next update sweep
///
public void ForceInventoryPersistence()
{
HasInventoryChanged = true;
}
///
/// Reset UUIDs for all the items in the prim's inventory. This involves either generating
/// new ones or setting existing UUIDs to the correct parent UUIDs.
///
/// If this method is called and there are inventory items, then we regard the inventory as having changed.
///
/// Link number for the part
public void ResetInventoryIDs()
{
if (null == m_part || null == m_part.ParentGroup)
return;
lock (m_items)
{
if (0 == m_items.Count)
return;
IList items = GetInventoryItems();
m_items.Clear();
foreach (TaskInventoryItem item in items)
{
item.ResetIDs(m_part.UUID);
m_items.Add(item.ItemID, item);
}
}
}
public void ResetObjectID()
{
lock (Items)
{
IList items = new List(Items.Values);
Items.Clear();
foreach (TaskInventoryItem item in items)
{
item.ParentPartID = m_part.UUID;
item.ParentID = m_part.UUID;
Items.Add(item.ItemID, item);
}
}
}
///
/// Change every item in this inventory to a new owner.
///
///
public void ChangeInventoryOwner(UUID ownerId)
{
lock (Items)
{
if (0 == Items.Count)
{
return;
}
}
HasInventoryChanged = true;
m_part.ParentGroup.HasGroupChanged = true;
List items = GetInventoryItems();
foreach (TaskInventoryItem item in items)
{
if (ownerId != item.OwnerID)
{
item.LastOwnerID = item.OwnerID;
item.OwnerID = ownerId;
}
}
}
///
/// Change every item in this inventory to a new group.
///
///
public void ChangeInventoryGroup(UUID groupID)
{
lock (Items)
{
if (0 == Items.Count)
{
return;
}
}
// Don't let this set the HasGroupChanged flag for attachments
// as this happens during rez and we don't want a new asset
// for each attachment each time
if (!m_part.ParentGroup.RootPart.IsAttachment)
{
HasInventoryChanged = true;
m_part.ParentGroup.HasGroupChanged = true;
}
List items = GetInventoryItems();
foreach (TaskInventoryItem item in items)
{
if (groupID != item.GroupID)
item.GroupID = groupID;
}
}
///
/// Start all the scripts contained in this prim's inventory
///
public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource)
{
List scripts = GetInventoryScripts();
foreach (TaskInventoryItem item in scripts)
CreateScriptInstance(item, startParam, postOnRez, engine, stateSource);
}
public ArrayList GetScriptErrors(UUID itemID)
{
ArrayList ret = new ArrayList();
IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces();
if (engines == null) // No engine at all
return ret;
foreach (IScriptModule e in engines)
{
if (e != null)
{
ArrayList errors = e.GetScriptErrors(itemID);
foreach (Object line in errors)
ret.Add(line);
}
}
return ret;
}
///
/// Stop all the scripts in this prim.
///
///
/// Should be true if these scripts are being removed because the scene
/// object is being deleted. This will prevent spurious updates to the client.
///
public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
{
List scripts = GetInventoryScripts();
foreach (TaskInventoryItem item in scripts)
RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
}
///
/// Start a script which is in this prim's inventory.
///
///
///
public void CreateScriptInstance(TaskInventoryItem item, int startParam, bool postOnRez, string engine, int stateSource)
{
// m_log.InfoFormat(
// "[PRIM INVENTORY]: " +
// "Starting script {0}, {1} in prim {2}, {3}",
// item.Name, item.ItemID, Name, UUID);
if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID))
return;
m_part.AddFlag(PrimFlags.Scripted);
if (!m_part.ParentGroup.Scene.RegionInfo.RegionSettings.DisableScripts)
{
if (stateSource == 2 && // Prim crossing
m_part.ParentGroup.Scene.m_trustBinaries)
{
lock (m_items)
{
m_items[item.ItemID].PermsMask = 0;
m_items[item.ItemID].PermsGranter = UUID.Zero;
}
m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
m_part.ParentGroup.AddActiveScriptCount(1);
m_part.ScheduleFullUpdate();
return;
}
AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
if (null == asset)
{
m_log.ErrorFormat(
"[PRIM INVENTORY]: " +
"Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found",
item.Name, item.ItemID, m_part.AbsolutePosition,
m_part.ParentGroup.Scene.RegionInfo.RegionName, item.AssetID);
}
else
{
if (m_part.ParentGroup.m_savedScriptState != null)
RestoreSavedScriptState(item.OldItemID, item.ItemID);
lock (m_items)
{
m_items[item.ItemID].PermsMask = 0;
m_items[item.ItemID].PermsGranter = UUID.Zero;
}
string script = Utils.BytesToString(asset.Data);
m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
m_part.ParentGroup.AddActiveScriptCount(1);
m_part.ScheduleFullUpdate();
}
}
}
private void RestoreSavedScriptState(UUID oldID, UUID newID)
{
IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces();
if (engines == null) // No engine at all
return;
if (m_part.ParentGroup.m_savedScriptState.ContainsKey(oldID))
{
XmlDocument doc = new XmlDocument();
doc.LoadXml(m_part.ParentGroup.m_savedScriptState[oldID]);
////////// CRUFT WARNING ///////////////////////////////////
//
// Old objects will have ...
// This format is XEngine ONLY
//
// New objects have ...
// This can be passed to any engine
//
XmlNode n = doc.SelectSingleNode("ScriptState");
if (n != null) // Old format data
{
XmlDocument newDoc = new XmlDocument();
XmlElement rootN = newDoc.CreateElement("", "State", "");
XmlAttribute uuidA = newDoc.CreateAttribute("", "UUID", "");
uuidA.Value = oldID.ToString();
rootN.Attributes.Append(uuidA);
XmlAttribute engineA = newDoc.CreateAttribute("", "Engine", "");
engineA.Value = "XEngine";
rootN.Attributes.Append(engineA);
newDoc.AppendChild(rootN);
XmlNode stateN = newDoc.ImportNode(n, true);
rootN.AppendChild(stateN);
// This created document has only the minimun data
// necessary for XEngine to parse it successfully
m_part.ParentGroup.m_savedScriptState[oldID] = newDoc.OuterXml;
}
foreach (IScriptModule e in engines)
{
if (e != null)
{
if (e.SetXMLState(newID, m_part.ParentGroup.m_savedScriptState[oldID]))
break;
}
}
m_part.ParentGroup.m_savedScriptState.Remove(oldID);
}
}
///
/// Start a script which is in this prim's inventory.
///
///
/// A
///
public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
{
TaskInventoryItem item = GetInventoryItem(itemId);
if (item != null)
CreateScriptInstance(item, startParam, postOnRez, engine, stateSource);
else
m_log.ErrorFormat(
"[PRIM INVENTORY]: " +
"Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}",
itemId, m_part.Name, m_part.UUID,
m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
}
///
/// Stop a script which is in this prim's inventory.
///
///
///
/// Should be true if this script is being removed because the scene
/// object is being deleted. This will prevent spurious updates to the client.
///
public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted)
{
bool scriptPresent = false;
lock (m_items)
{
if (m_items.ContainsKey(itemId))
scriptPresent = true;
}
if (scriptPresent)
{
if (!sceneObjectBeingDeleted)
m_part.RemoveScriptEvents(itemId);
m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemId);
m_part.ParentGroup.AddActiveScriptCount(-1);
}
else
{
m_log.ErrorFormat(
"[PRIM INVENTORY]: " +
"Couldn't stop script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}",
itemId, m_part.Name, m_part.UUID,
m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
}
}
///
/// Check if the inventory holds an item with a given name.
///
///
///
private bool InventoryContainsName(string name)
{
lock (m_items)
{
foreach (TaskInventoryItem item in m_items.Values)
{
if (item.Name == name)
return true;
}
}
return false;
}
///
/// For a given item name, return that name if it is available. Otherwise, return the next available
/// similar name (which is currently the original name with the next available numeric suffix).
///
///
///
private string FindAvailableInventoryName(string name)
{
if (!InventoryContainsName(name))
return name;
int suffix=1;
while (suffix < 256)
{
string tryName=String.Format("{0} {1}", name, suffix);
if (!InventoryContainsName(tryName))
return tryName;
suffix++;
}
return String.Empty;
}
///
/// Add an item to this prim's inventory. If an item with the same name already exists, then an alternative
/// name is chosen.
///
///
public void AddInventoryItem(TaskInventoryItem item, bool allowedDrop)
{
AddInventoryItem(item.Name, item, allowedDrop);
}
///
/// Add an item to this prim's inventory. If an item with the same name already exists, it is replaced.
///
///
public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
{
List il = GetInventoryItems();
foreach (TaskInventoryItem i in il)
{
if (i.Name == item.Name)
{
if (i.InvType == (int)InventoryType.LSL)
RemoveScriptInstance(i.ItemID, false);
RemoveInventoryItem(i.ItemID);
break;
}
}
AddInventoryItem(item.Name, item, allowedDrop);
}
///
/// Add an item to this prim's inventory.
///
/// The name that the new item should have.
///
/// The item itself. The name within this structure is ignored in favour of the name
/// given in this method's arguments
///
///
/// Item was only added to inventory because AllowedDrop is set
///
protected void AddInventoryItem(string name, TaskInventoryItem item, bool allowedDrop)
{
name = FindAvailableInventoryName(name);
if (name == String.Empty)
return;
item.ParentID = m_part.UUID;
item.ParentPartID = m_part.UUID;
item.Name = name;
item.GroupID = m_part.GroupID;
lock (m_items)
m_items.Add(item.ItemID, item);
if (allowedDrop)
m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
else
m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
m_inventorySerial++;
//m_inventorySerial += 2;
HasInventoryChanged = true;
m_part.ParentGroup.HasGroupChanged = true;
}
///
/// Restore a whole collection of items to the prim's inventory at once.
/// We assume that the items already have all their fields correctly filled out.
/// The items are not flagged for persistence to the database, since they are being restored
/// from persistence rather than being newly added.
///
///
public void RestoreInventoryItems(ICollection items)
{
lock (m_items)
{
foreach (TaskInventoryItem item in items)
{
m_items.Add(item.ItemID, item);
// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
}
m_inventorySerial++;
}
}
///
/// Returns an existing inventory item. Returns the original, so any changes will be live.
///
///
/// null if the item does not exist
public TaskInventoryItem GetInventoryItem(UUID itemId)
{
TaskInventoryItem item;
lock (m_items)
m_items.TryGetValue(itemId, out item);
return item;
}
///
/// Get inventory items by name.
///
///
///
/// A list of inventory items with that name.
/// If no inventory item has that name then an empty list is returned.
///
public IList GetInventoryItems(string name)
{
IList items = new List();
lock (m_items)
{
foreach (TaskInventoryItem item in m_items.Values)
{
if (item.Name == name)
items.Add(item);
}
}
return items;
}
public SceneObjectGroup GetRezReadySceneObject(TaskInventoryItem item)
{
AssetBase rezAsset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
if (null == rezAsset)
{
m_log.WarnFormat(
"[PRIM INVENTORY]: Could not find asset {0} for inventory item {1} in {2}",
item.AssetID, item.Name, m_part.Name);
return null;
}
string xmlData = Utils.BytesToString(rezAsset.Data);
SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
group.ResetIDs();
SceneObjectPart rootPart = group.GetChildPart(group.UUID);
// Since renaming the item in the inventory does not affect the name stored
// in the serialization, transfer the correct name from the inventory to the
// object itself before we rez.
rootPart.Name = item.Name;
rootPart.Description = item.Description;
SceneObjectPart[] partList = group.Parts;
group.SetGroup(m_part.GroupID, null);
if ((rootPart.OwnerID != item.OwnerID) || (item.CurrentPermissions & 16) != 0)
{
if (m_part.ParentGroup.Scene.Permissions.PropagatePermissions())
{
foreach (SceneObjectPart part in partList)
{
part.EveryoneMask = item.EveryonePermissions;
part.NextOwnerMask = item.NextPermissions;
}
group.ApplyNextOwnerPermissions();
}
}
foreach (SceneObjectPart part in partList)
{
if ((part.OwnerID != item.OwnerID) || (item.CurrentPermissions & 16) != 0)
{
part.LastOwnerID = part.OwnerID;
part.OwnerID = item.OwnerID;
part.Inventory.ChangeInventoryOwner(item.OwnerID);
}
part.EveryoneMask = item.EveryonePermissions;
part.NextOwnerMask = item.NextPermissions;
}
rootPart.TrimPermissions();
return group;
}
///
/// 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 successfully
public bool UpdateInventoryItem(TaskInventoryItem item)
{
return UpdateInventoryItem(item, true, true);
}
public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents)
{
return UpdateInventoryItem(item, fireScriptEvents, true);
}
public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged)
{
TaskInventoryItem it = GetInventoryItem(item.ItemID);
if (it != null)
{
item.ParentID = m_part.UUID;
item.ParentPartID = m_part.UUID;
item.Flags = m_items[item.ItemID].Flags;
// If group permissions have been set on, check that the groupID is up to date in case it has
// changed since permissions were last set.
if (item.GroupPermissions != (uint)PermissionMask.None)
item.GroupID = m_part.GroupID;
if (item.AssetID == UUID.Zero)
item.AssetID = it.AssetID;
lock (m_items)
{
m_items[item.ItemID] = item;
m_inventorySerial++;
}
if (fireScriptEvents)
m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
if (considerChanged)
{
HasInventoryChanged = true;
m_part.ParentGroup.HasGroupChanged = true;
}
return true;
}
else
{
m_log.ErrorFormat(
"[PRIM INVENTORY]: " +
"Tried to retrieve item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory",
item.ItemID, m_part.Name, m_part.UUID,
m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
}
return false;
}
///
/// Remove an item from this prim's inventory
///
///
/// Numeric asset type of the item removed. Returns -1 if the item did not exist
/// in this prim's inventory.
public int RemoveInventoryItem(UUID itemID)
{
TaskInventoryItem item = GetInventoryItem(itemID);
if (item != null)
{
int type = m_items[itemID].InvType;
if (type == 10) // Script
{
m_part.RemoveScriptEvents(itemID);
m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID);
}
m_items.Remove(itemID);
m_inventorySerial++;
m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
HasInventoryChanged = true;
m_part.ParentGroup.HasGroupChanged = true;
if (!ContainsScripts())
m_part.RemFlag(PrimFlags.Scripted);
m_part.ScheduleFullUpdate();
return type;
}
else
{
m_log.ErrorFormat(
"[PRIM INVENTORY]: " +
"Tried to remove item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory",
itemID, m_part.Name, m_part.UUID,
m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
}
return -1;
}
private bool CreateInventoryFile()
{
if (m_inventoryFileName == String.Empty ||
m_inventoryFileNameSerial < m_inventorySerial)
{
// Something changed, we need to create a new file
m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp";
m_inventoryFileNameSerial = m_inventorySerial;
InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
lock (m_items)
{
foreach (TaskInventoryItem item in m_items.Values)
{
UUID ownerID = item.OwnerID;
uint everyoneMask = 0;
uint baseMask = item.BasePermissions;
uint ownerMask = item.CurrentPermissions;
uint groupMask = item.GroupPermissions;
invString.AddItemStart();
invString.AddNameValueLine("item_id", item.ItemID.ToString());
invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
invString.AddPermissionsStart();
invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask));
invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask));
invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask));
invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
invString.AddNameValueLine("owner_id", ownerID.ToString());
invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString());
invString.AddNameValueLine("group_id", item.GroupID.ToString());
invString.AddSectionEnd();
invString.AddNameValueLine("asset_id", item.AssetID.ToString());
invString.AddNameValueLine("type", TaskInventoryItem.Types[item.Type]);
invString.AddNameValueLine("inv_type", TaskInventoryItem.InvTypes[item.InvType]);
invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
invString.AddSaleStart();
invString.AddNameValueLine("sale_type", "not");
invString.AddNameValueLine("sale_price", "0");
invString.AddSectionEnd();
invString.AddNameValueLine("name", item.Name + "|");
invString.AddNameValueLine("desc", item.Description + "|");
invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
invString.AddSectionEnd();
}
}
m_inventoryFileData = Utils.StringToBytes(invString.BuildString);
return true;
}
// No need to recreate, the existing file is fine
return false;
}
///
/// Serialize all the metadata for the items in this prim's inventory ready for sending to the client
///
///
public void RequestInventoryFile(IClientAPI client, IXfer xferManager)
{
bool changed = CreateInventoryFile();
if (m_inventorySerial == 0) // No inventory
{
client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
return;
}
// In principle, we should only do the rest if the inventory changed;
// by sending m_inventorySerial to the client, it ought to know
// that nothing changed and that it doesn't need to request the file.
// Unfortunately, it doesn't look like the client optimizes this;
// the client seems to always come back and request the Xfer,
// no matter what value m_inventorySerial has.
if (m_inventoryFileData.Length > 2)
// Add the file for Xfer
xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData);
// Tell the client we're ready to Xfer the file
client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
Util.StringToBytes256(m_inventoryFileName));
}
///
/// Process inventory backup
///
///
public void ProcessInventoryBackup(ISimulationDataService datastore)
{
if (HasInventoryChanged)
{
HasInventoryChanged = false;
List items = GetInventoryItems();
datastore.StorePrimInventory(m_part.UUID, items);
}
}
public class InventoryStringBuilder
{
public string BuildString = String.Empty;
public InventoryStringBuilder(UUID folderID, UUID parentID)
{
BuildString += "\tinv_object\t0\n\t{\n";
AddNameValueLine("obj_id", folderID.ToString());
AddNameValueLine("parent_id", parentID.ToString());
AddNameValueLine("type", "category");
AddNameValueLine("name", "Contents|");
AddSectionEnd();
}
public void AddItemStart()
{
BuildString += "\tinv_item\t0\n";
AddSectionStart();
}
public void AddPermissionsStart()
{
BuildString += "\tpermissions 0\n";
AddSectionStart();
}
public void AddSaleStart()
{
BuildString += "\tsale_info\t0\n";
AddSectionStart();
}
protected void AddSectionStart()
{
BuildString += "\t{\n";
}
public void AddSectionEnd()
{
BuildString += "\t}\n";
}
public void AddLine(string addLine)
{
BuildString += addLine;
}
public void AddNameValueLine(string name, string value)
{
BuildString += "\t\t";
BuildString += name + "\t";
BuildString += value + "\n";
}
public void Close()
{
}
}
public uint MaskEffectivePermissions()
{
uint mask=0x7fffffff;
lock (m_items)
{
foreach (TaskInventoryItem item in m_items.Values)
{
if (item.InvType != (int)InventoryType.Object)
{
if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
mask &= ~((uint)PermissionMask.Copy >> 13);
if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
mask &= ~((uint)PermissionMask.Transfer >> 13);
if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
mask &= ~((uint)PermissionMask.Modify >> 13);
}
else
{
if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
mask &= ~((uint)PermissionMask.Copy >> 13);
if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
mask &= ~((uint)PermissionMask.Transfer >> 13);
if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
mask &= ~((uint)PermissionMask.Modify >> 13);
}
if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
mask &= ~(uint)PermissionMask.Copy;
if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
mask &= ~(uint)PermissionMask.Transfer;
if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
mask &= ~(uint)PermissionMask.Modify;
}
}
return mask;
}
public void ApplyNextOwnerPermissions()
{
lock (m_items)
{
foreach (TaskInventoryItem item in m_items.Values)
{
if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
{
if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
}
item.CurrentPermissions &= item.NextPermissions;
item.BasePermissions &= item.NextPermissions;
item.EveryonePermissions &= item.NextPermissions;
item.OwnerChanged = true;
}
}
}
public void ApplyGodPermissions(uint perms)
{
lock (m_items)
{
foreach (TaskInventoryItem item in m_items.Values)
{
item.CurrentPermissions = perms;
item.BasePermissions = perms;
}
}
}
public bool ContainsScripts()
{
lock (m_items)
{
foreach (TaskInventoryItem item in m_items.Values)
{
if (item.InvType == (int)InventoryType.LSL)
{
return true;
}
}
}
return false;
}
public List GetInventoryList()
{
List ret = new List();
lock (m_items)
{
foreach (TaskInventoryItem item in m_items.Values)
ret.Add(item.ItemID);
}
return ret;
}
public List GetInventoryItems()
{
List ret = new List();
lock (m_items)
ret = new List(m_items.Values);
return ret;
}
public List GetInventoryScripts()
{
List ret = new List();
lock (m_items)
{
foreach (TaskInventoryItem item in m_items.Values)
if (item.InvType == (int)InventoryType.LSL)
ret.Add(item);
}
return ret;
}
public Dictionary GetScriptStates()
{
IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces();
Dictionary ret = new Dictionary();
if (engines == null) // No engine at all
return ret;
List scripts = GetInventoryScripts();
foreach (TaskInventoryItem item in scripts)
{
foreach (IScriptModule e in engines)
{
if (e != null)
{
string n = e.GetXMLState(item.ItemID);
if (n != String.Empty)
{
if (!ret.ContainsKey(item.ItemID))
ret[item.ItemID] = n;
break;
}
}
}
}
return ret;
}
public void ResumeScripts()
{
IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces();
if (engines == null)
return;
List scripts = GetInventoryScripts();
foreach (TaskInventoryItem item in scripts)
{
foreach (IScriptModule engine in engines)
{
if (engine != null)
{
if (item.OwnerChanged)
engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER });
item.OwnerChanged = false;
engine.ResumeScript(item.ItemID);
}
}
}
}
}
}