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authorJustin Clark-Casey (justincc)2011-06-04 02:39:26 +0100
committerJustin Clark-Casey (justincc)2011-06-04 02:39:26 +0100
commit12b1cbf8bfc559e4da40abf518e8e99fac793870 (patch)
treeba588348ce68360372cf73a07fd3eb5057234b75 /OpenSim/Region/Framework/Scenes
parentinsert an InventoryArchiveUtils.FindItemsByPath() to return multiple items ra... (diff)
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Fix give inventory tests to use different users rather than (accidentally) the same user. Extend TestGiveInventoryItem() to test giving back the same item.
Diffstat (limited to 'OpenSim/Region/Framework/Scenes')
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs328
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/UserInventoryTests.cs17
2 files changed, 178 insertions, 167 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index b70e1c3..f37f94a 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -425,192 +425,198 @@ namespace OpenSim.Region.Framework.Scenes
425 InventoryItemBase item = new InventoryItemBase(itemId, senderId); 425 InventoryItemBase item = new InventoryItemBase(itemId, senderId);
426 item = InventoryService.GetItem(item); 426 item = InventoryService.GetItem(item);
427 427
428 if ((item != null) && (item.Owner == senderId)) 428 if (item == null)
429 { 429 {
430 IUserManagement uman = RequestModuleInterface<IUserManagement>(); 430 m_log.WarnFormat(
431 if (uman != null) 431 "[AGENT INVENTORY]: Failed to find item {0} sent by {1} to {2}", itemId, senderId, recipient);
432 uman.AddUser(item.CreatorIdAsUuid, item.CreatorData); 432 return null;
433 }
433 434
434 if (!Permissions.BypassPermissions()) 435 if (item.Owner != senderId)
435 { 436 {
436 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0) 437 m_log.WarnFormat(
437 return null; 438 "[AGENT INVENTORY]: Attempt to send item {0} {1} to {2} failed because sender {3} did not match item owner {4}",
438 } 439 item.Name, item.ID, recipient, senderId, item.Owner);
440 return null;
441 }
442
443 IUserManagement uman = RequestModuleInterface<IUserManagement>();
444 if (uman != null)
445 uman.AddUser(item.CreatorIdAsUuid, item.CreatorData);
446
447 if (!Permissions.BypassPermissions())
448 {
449 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
450 return null;
451 }
439 452
440 // Insert a copy of the item into the recipient 453 // Insert a copy of the item into the recipient
441 InventoryItemBase itemCopy = new InventoryItemBase(); 454 InventoryItemBase itemCopy = new InventoryItemBase();
442 itemCopy.Owner = recipient; 455 itemCopy.Owner = recipient;
443 itemCopy.CreatorId = item.CreatorId; 456 itemCopy.CreatorId = item.CreatorId;
444 itemCopy.CreatorData = item.CreatorData; 457 itemCopy.CreatorData = item.CreatorData;
445 itemCopy.ID = UUID.Random(); 458 itemCopy.ID = UUID.Random();
446 itemCopy.AssetID = item.AssetID; 459 itemCopy.AssetID = item.AssetID;
447 itemCopy.Description = item.Description; 460 itemCopy.Description = item.Description;
448 itemCopy.Name = item.Name; 461 itemCopy.Name = item.Name;
449 itemCopy.AssetType = item.AssetType; 462 itemCopy.AssetType = item.AssetType;
450 itemCopy.InvType = item.InvType; 463 itemCopy.InvType = item.InvType;
451 itemCopy.Folder = recipientFolderId; 464 itemCopy.Folder = recipientFolderId;
452 465
453 if (Permissions.PropagatePermissions() && recipient != senderId) 466 if (Permissions.PropagatePermissions() && recipient != senderId)
467 {
468 // Trying to do this right this time. This is evil. If
469 // you believe in Good, go elsewhere. Vampires and other
470 // evil creatores only beyond this point. You have been
471 // warned.
472
473 // We're going to mask a lot of things by the next perms
474 // Tweak the next perms to be nicer to our data
475 //
476 // In this mask, all the bits we do NOT want to mess
477 // with are set. These are:
478 //
479 // Transfer
480 // Copy
481 // Modufy
482 uint permsMask = ~ ((uint)PermissionMask.Copy |
483 (uint)PermissionMask.Transfer |
484 (uint)PermissionMask.Modify);
485
486 // Now, reduce the next perms to the mask bits
487 // relevant to the operation
488 uint nextPerms = permsMask | (item.NextPermissions &
489 ((uint)PermissionMask.Copy |
490 (uint)PermissionMask.Transfer |
491 (uint)PermissionMask.Modify));
492
493 // nextPerms now has all bits set, except for the actual
494 // next permission bits.
495
496 // This checks for no mod, no copy, no trans.
497 // This indicates an error or messed up item. Do it like
498 // SL and assume trans
499 if (nextPerms == permsMask)
500 nextPerms |= (uint)PermissionMask.Transfer;
501
502 // Inventory owner perms are the logical AND of the
503 // folded perms and the root prim perms, however, if
504 // the root prim is mod, the inventory perms will be
505 // mod. This happens on "take" and is of little concern
506 // here, save for preventing escalation
507
508 // This hack ensures that items previously permalocked
509 // get unlocked when they're passed or rezzed
510 uint basePerms = item.BasePermissions |
511 (uint)PermissionMask.Move;
512 uint ownerPerms = item.CurrentPermissions;
513
514 // If this is an object, root prim perms may be more
515 // permissive than folded perms. Use folded perms as
516 // a mask
517 if (item.InvType == (int)InventoryType.Object)
454 { 518 {
455 // Trying to do this right this time. This is evil. If 519 // Create a safe mask for the current perms
456 // you believe in Good, go elsewhere. Vampires and other 520 uint foldedPerms = (item.CurrentPermissions & 7) << 13;
457 // evil creatores only beyond this point. You have been 521 foldedPerms |= permsMask;
458 // warned. 522
459 523 bool isRootMod = (item.CurrentPermissions &
460 // We're going to mask a lot of things by the next perms 524 (uint)PermissionMask.Modify) != 0 ?
461 // Tweak the next perms to be nicer to our data 525 true : false;
462 // 526
463 // In this mask, all the bits we do NOT want to mess 527 // Mask the owner perms to the folded perms
464 // with are set. These are: 528 ownerPerms &= foldedPerms;
465 // 529 basePerms &= foldedPerms;
466 // Transfer 530
467 // Copy 531 // If the root was mod, let the mask reflect that
468 // Modufy 532 // We also need to adjust the base here, because
469 uint permsMask = ~ ((uint)PermissionMask.Copy | 533 // we should be able to edit in-inventory perms
470 (uint)PermissionMask.Transfer | 534 // for the root prim, if it's mod.
471 (uint)PermissionMask.Modify); 535 if (isRootMod)
472
473 // Now, reduce the next perms to the mask bits
474 // relevant to the operation
475 uint nextPerms = permsMask | (item.NextPermissions &
476 ((uint)PermissionMask.Copy |
477 (uint)PermissionMask.Transfer |
478 (uint)PermissionMask.Modify));
479
480 // nextPerms now has all bits set, except for the actual
481 // next permission bits.
482
483 // This checks for no mod, no copy, no trans.
484 // This indicates an error or messed up item. Do it like
485 // SL and assume trans
486 if (nextPerms == permsMask)
487 nextPerms |= (uint)PermissionMask.Transfer;
488
489 // Inventory owner perms are the logical AND of the
490 // folded perms and the root prim perms, however, if
491 // the root prim is mod, the inventory perms will be
492 // mod. This happens on "take" and is of little concern
493 // here, save for preventing escalation
494
495 // This hack ensures that items previously permalocked
496 // get unlocked when they're passed or rezzed
497 uint basePerms = item.BasePermissions |
498 (uint)PermissionMask.Move;
499 uint ownerPerms = item.CurrentPermissions;
500
501 // If this is an object, root prim perms may be more
502 // permissive than folded perms. Use folded perms as
503 // a mask
504 if (item.InvType == (int)InventoryType.Object)
505 { 536 {
506 // Create a safe mask for the current perms 537 ownerPerms |= (uint)PermissionMask.Modify;
507 uint foldedPerms = (item.CurrentPermissions & 7) << 13; 538 basePerms |= (uint)PermissionMask.Modify;
508 foldedPerms |= permsMask;
509
510 bool isRootMod = (item.CurrentPermissions &
511 (uint)PermissionMask.Modify) != 0 ?
512 true : false;
513
514 // Mask the owner perms to the folded perms
515 ownerPerms &= foldedPerms;
516 basePerms &= foldedPerms;
517
518 // If the root was mod, let the mask reflect that
519 // We also need to adjust the base here, because
520 // we should be able to edit in-inventory perms
521 // for the root prim, if it's mod.
522 if (isRootMod)
523 {
524 ownerPerms |= (uint)PermissionMask.Modify;
525 basePerms |= (uint)PermissionMask.Modify;
526 }
527 } 539 }
540 }
528 541
529 // These will be applied to the root prim at next rez. 542 // These will be applied to the root prim at next rez.
530 // The slam bit (bit 3) and folded permission (bits 0-2) 543 // The slam bit (bit 3) and folded permission (bits 0-2)
531 // are preserved due to the above mangling 544 // are preserved due to the above mangling
532 ownerPerms &= nextPerms; 545 ownerPerms &= nextPerms;
533 546
534 // Mask the base permissions. This is a conservative 547 // Mask the base permissions. This is a conservative
535 // approach altering only the three main perms 548 // approach altering only the three main perms
536 basePerms &= nextPerms; 549 basePerms &= nextPerms;
537 550
538 // Assign to the actual item. Make sure the slam bit is 551 // Assign to the actual item. Make sure the slam bit is
539 // set, if it wasn't set before. 552 // set, if it wasn't set before.
540 itemCopy.BasePermissions = basePerms; 553 itemCopy.BasePermissions = basePerms;
541 itemCopy.CurrentPermissions = ownerPerms; 554 itemCopy.CurrentPermissions = ownerPerms;
542 itemCopy.Flags |= (uint)InventoryItemFlags.ObjectSlamPerm; 555 itemCopy.Flags |= (uint)InventoryItemFlags.ObjectSlamPerm;
543 556
544 itemCopy.NextPermissions = item.NextPermissions; 557 itemCopy.NextPermissions = item.NextPermissions;
545 558
546 // This preserves "everyone can move" 559 // This preserves "everyone can move"
547 itemCopy.EveryOnePermissions = item.EveryOnePermissions & 560 itemCopy.EveryOnePermissions = item.EveryOnePermissions &
548 nextPerms; 561 nextPerms;
549 562
550 // Intentionally killing "share with group" here, as 563 // Intentionally killing "share with group" here, as
551 // the recipient will not have the group this is 564 // the recipient will not have the group this is
552 // set to 565 // set to
553 itemCopy.GroupPermissions = 0; 566 itemCopy.GroupPermissions = 0;
554 } 567 }
555 else 568 else
569 {
570 itemCopy.CurrentPermissions = item.CurrentPermissions;
571 itemCopy.NextPermissions = item.NextPermissions;
572 itemCopy.EveryOnePermissions = item.EveryOnePermissions & item.NextPermissions;
573 itemCopy.GroupPermissions = item.GroupPermissions & item.NextPermissions;
574 itemCopy.BasePermissions = item.BasePermissions;
575 }
576
577 if (itemCopy.Folder == UUID.Zero)
578 {
579 InventoryFolderBase folder = InventoryService.GetFolderForType(recipient, (AssetType)itemCopy.AssetType);
580
581 if (folder != null)
556 { 582 {
557 itemCopy.CurrentPermissions = item.CurrentPermissions; 583 itemCopy.Folder = folder.ID;
558 itemCopy.NextPermissions = item.NextPermissions;
559 itemCopy.EveryOnePermissions = item.EveryOnePermissions & item.NextPermissions;
560 itemCopy.GroupPermissions = item.GroupPermissions & item.NextPermissions;
561 itemCopy.BasePermissions = item.BasePermissions;
562 } 584 }
563 585 else
564 if (itemCopy.Folder == UUID.Zero)
565 { 586 {
566 InventoryFolderBase folder = InventoryService.GetFolderForType(recipient, (AssetType)itemCopy.AssetType); 587 InventoryFolderBase root = InventoryService.GetRootFolder(recipient);
567 588
568 if (folder != null) 589 if (root != null)
569 { 590 itemCopy.Folder = root.ID;
570 itemCopy.Folder = folder.ID;
571 }
572 else 591 else
573 { 592 return null; // No destination
574 InventoryFolderBase root = InventoryService.GetRootFolder(recipient);
575
576 if (root != null)
577 itemCopy.Folder = root.ID;
578 else
579 return null; // No destination
580 }
581 } 593 }
594 }
582 595
583 itemCopy.GroupID = UUID.Zero; 596 itemCopy.GroupID = UUID.Zero;
584 itemCopy.GroupOwned = false; 597 itemCopy.GroupOwned = false;
585 itemCopy.Flags = item.Flags; 598 itemCopy.Flags = item.Flags;
586 itemCopy.SalePrice = item.SalePrice; 599 itemCopy.SalePrice = item.SalePrice;
587 itemCopy.SaleType = item.SaleType; 600 itemCopy.SaleType = item.SaleType;
588 601
589 if (AddInventoryItem(itemCopy)) 602 if (AddInventoryItem(itemCopy))
590 { 603 {
591 IInventoryAccessModule invAccess = RequestModuleInterface<IInventoryAccessModule>(); 604 IInventoryAccessModule invAccess = RequestModuleInterface<IInventoryAccessModule>();
592 if (invAccess != null) 605 if (invAccess != null)
593 invAccess.TransferInventoryAssets(itemCopy, senderId, recipient); 606 invAccess.TransferInventoryAssets(itemCopy, senderId, recipient);
594 } 607 }
595 608
596 if (!Permissions.BypassPermissions()) 609 if (!Permissions.BypassPermissions())
610 {
611 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
597 { 612 {
598 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0) 613 List<UUID> items = new List<UUID>();
599 { 614 items.Add(itemId);
600 List<UUID> items = new List<UUID>(); 615 InventoryService.DeleteItems(senderId, items);
601 items.Add(itemId);
602 InventoryService.DeleteItems(senderId, items);
603 }
604 } 616 }
605
606 return itemCopy;
607 }
608 else
609 {
610 m_log.WarnFormat("[AGENT INVENTORY]: Failed to find item {0} or item does not belong to giver ", itemId);
611 return null;
612 } 617 }
613 618
619 return itemCopy;
614 } 620 }
615 621
616 /// <summary> 622 /// <summary>
diff --git a/OpenSim/Region/Framework/Scenes/Tests/UserInventoryTests.cs b/OpenSim/Region/Framework/Scenes/Tests/UserInventoryTests.cs
index 83f0686..10c275e 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/UserInventoryTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/UserInventoryTests.cs
@@ -59,19 +59,24 @@ namespace OpenSim.Region.Framework.Tests
59// log4net.Config.XmlConfigurator.Configure(); 59// log4net.Config.XmlConfigurator.Configure();
60 60
61 Scene scene = SceneSetupHelpers.SetupScene(); 61 Scene scene = SceneSetupHelpers.SetupScene();
62 UserAccount user1 = UserAccountHelpers.CreateUserWithInventory(scene); 62 UserAccount user1 = UserAccountHelpers.CreateUserWithInventory(scene, 1001);
63 UserAccount user2 = UserAccountHelpers.CreateUserWithInventory(scene); 63 UserAccount user2 = UserAccountHelpers.CreateUserWithInventory(scene, 1002);
64 InventoryItemBase item1 = UserInventoryHelpers.CreateInventoryItem(scene, "item1", user1.PrincipalID); 64 InventoryItemBase item1 = UserInventoryHelpers.CreateInventoryItem(scene, "item1", user1.PrincipalID);
65 65
66 scene.GiveInventoryItem(user2.PrincipalID, user1.PrincipalID, item1.ID); 66 scene.GiveInventoryItem(user2.PrincipalID, user1.PrincipalID, item1.ID);
67 67
68 InventoryItemBase retrievedItem1 68 InventoryItemBase retrievedItem1
69 = UserInventoryHelpers.GetInventoryItem(scene.InventoryService, user2.PrincipalID, "Objects/item1"); 69 = UserInventoryHelpers.GetInventoryItem(scene.InventoryService, user2.PrincipalID, "Notecards/item1");
70 70
71 Assert.That(retrievedItem1, Is.Not.Null); 71 Assert.That(retrievedItem1, Is.Not.Null);
72 72
73 // Try giving back the freshly received item 73 // Try giving back the freshly received item
74 //scene.GiveInventoryItem(user1.PrincipalID, user2.PrincipalID, retrievedItem1.ID); 74 scene.GiveInventoryItem(user1.PrincipalID, user2.PrincipalID, retrievedItem1.ID);
75
76 List<InventoryItemBase> reretrievedItems
77 = UserInventoryHelpers.GetInventoryItems(scene.InventoryService, user1.PrincipalID, "Notecards/item1");
78
79 Assert.That(reretrievedItems.Count, Is.EqualTo(2));
75 } 80 }
76 81
77 [Test] 82 [Test]
@@ -81,8 +86,8 @@ namespace OpenSim.Region.Framework.Tests
81// log4net.Config.XmlConfigurator.Configure(); 86// log4net.Config.XmlConfigurator.Configure();
82 87
83 Scene scene = SceneSetupHelpers.SetupScene(); 88 Scene scene = SceneSetupHelpers.SetupScene();
84 UserAccount user1 = UserAccountHelpers.CreateUserWithInventory(scene); 89 UserAccount user1 = UserAccountHelpers.CreateUserWithInventory(scene, 1001);
85 UserAccount user2 = UserAccountHelpers.CreateUserWithInventory(scene); 90 UserAccount user2 = UserAccountHelpers.CreateUserWithInventory(scene, 1002);
86 InventoryFolderBase folder1 91 InventoryFolderBase folder1
87 = UserInventoryHelpers.CreateInventoryFolder(scene.InventoryService, user1.PrincipalID, "folder1"); 92 = UserInventoryHelpers.CreateInventoryFolder(scene.InventoryService, user1.PrincipalID, "folder1");
88 93