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-rw-r--r--OpenSim/Region/CoreModules/Framework/InventoryAccess/HGInventoryAccessModule.cs17
-rw-r--r--OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs14
-rw-r--r--OpenSim/Region/Framework/Interfaces/IInventoryAccessModule.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs18
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs138
5 files changed, 118 insertions, 71 deletions
diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGInventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGInventoryAccessModule.cs
index 93aeb94..2ab46aa 100644
--- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGInventoryAccessModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGInventoryAccessModule.cs
@@ -119,9 +119,22 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
119 /// 119 ///
120 /// DeleteToInventory 120 /// DeleteToInventory
121 /// 121 ///
122 public override UUID DeleteToInventory(DeRezAction action, UUID folderID, SceneObjectGroup objectGroup, IClientAPI remoteClient) 122 public override UUID DeleteToInventory(DeRezAction action, UUID folderID, List<SceneObjectGroup> objectGroups, IClientAPI remoteClient)
123 { 123 {
124 UUID assetID = base.DeleteToInventory(action, folderID, objectGroup, remoteClient); 124 UUID ret = UUID.Zero;
125
126 // HACK: Only works for lists of length one.
127 // Intermediate version, just to make things compile
128 foreach (SceneObjectGroup g in objectGroups)
129 ret = DeleteToInventory(action, folderID, g, remoteClient);
130
131 return ret;
132 }
133
134 public virtual UUID DeleteToInventory(DeRezAction action, UUID folderID,
135 SceneObjectGroup objectGroup, IClientAPI remoteClient)
136 {
137 UUID assetID = base.DeleteToInventory(action, folderID, new List<SceneObjectGroup>() {objectGroup}, remoteClient);
125 138
126 if (!assetID.Equals(UUID.Zero)) 139 if (!assetID.Equals(UUID.Zero))
127 { 140 {
diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
index 901dcba..3035d88 100644
--- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
@@ -189,6 +189,20 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
189 /// <param name="objectGroup"></param> 189 /// <param name="objectGroup"></param>
190 /// <param name="remoteClient"> </param> 190 /// <param name="remoteClient"> </param>
191 public virtual UUID DeleteToInventory(DeRezAction action, UUID folderID, 191 public virtual UUID DeleteToInventory(DeRezAction action, UUID folderID,
192 List<SceneObjectGroup> objectGroups, IClientAPI remoteClient)
193 {
194 // HACK: This is only working for lists containing a single item!
195 // It's just a hack to make this WIP compile and run. Nothing
196 // currently calls this with multiple items.
197 UUID ret = UUID.Zero;
198
199 foreach (SceneObjectGroup g in objectGroups)
200 ret = DeleteToInventory(action, folderID, g, remoteClient);
201
202 return ret;
203 }
204
205 public virtual UUID DeleteToInventory(DeRezAction action, UUID folderID,
192 SceneObjectGroup objectGroup, IClientAPI remoteClient) 206 SceneObjectGroup objectGroup, IClientAPI remoteClient)
193 { 207 {
194 UUID assetID = UUID.Zero; 208 UUID assetID = UUID.Zero;
diff --git a/OpenSim/Region/Framework/Interfaces/IInventoryAccessModule.cs b/OpenSim/Region/Framework/Interfaces/IInventoryAccessModule.cs
index 8185258..97f4188 100644
--- a/OpenSim/Region/Framework/Interfaces/IInventoryAccessModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IInventoryAccessModule.cs
@@ -38,7 +38,7 @@ namespace OpenSim.Region.Framework.Interfaces
38 public interface IInventoryAccessModule 38 public interface IInventoryAccessModule
39 { 39 {
40 UUID CapsUpdateInventoryItemAsset(IClientAPI remoteClient, UUID itemID, byte[] data); 40 UUID CapsUpdateInventoryItemAsset(IClientAPI remoteClient, UUID itemID, byte[] data);
41 UUID DeleteToInventory(DeRezAction action, UUID folderID, SceneObjectGroup objectGroup, IClientAPI remoteClient); 41 UUID DeleteToInventory(DeRezAction action, UUID folderID, List<SceneObjectGroup> objectGroups, IClientAPI remoteClient);
42 SceneObjectGroup RezObject(IClientAPI remoteClient, UUID itemID, Vector3 RayEnd, Vector3 RayStart, 42 SceneObjectGroup RezObject(IClientAPI remoteClient, UUID itemID, Vector3 RayEnd, Vector3 RayStart,
43 UUID RayTargetID, byte BypassRayCast, bool RayEndIsIntersection, 43 UUID RayTargetID, byte BypassRayCast, bool RayEndIsIntersection,
44 bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment); 44 bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment);
diff --git a/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs b/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs
index c08b961..241cac0 100644
--- a/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs
+++ b/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs
@@ -40,7 +40,7 @@ namespace OpenSim.Region.Framework.Scenes
40 { 40 {
41 public DeRezAction action; 41 public DeRezAction action;
42 public IClientAPI remoteClient; 42 public IClientAPI remoteClient;
43 public SceneObjectGroup objectGroup; 43 public List<SceneObjectGroup> objectGroups;
44 public UUID folderID; 44 public UUID folderID;
45 public bool permissionToDelete; 45 public bool permissionToDelete;
46 } 46 }
@@ -75,7 +75,7 @@ namespace OpenSim.Region.Framework.Scenes
75 /// Delete the given object from the scene 75 /// Delete the given object from the scene
76 /// </summary> 76 /// </summary>
77 public void DeleteToInventory(DeRezAction action, UUID folderID, 77 public void DeleteToInventory(DeRezAction action, UUID folderID,
78 SceneObjectGroup objectGroup, IClientAPI remoteClient, 78 List<SceneObjectGroup> objectGroups, IClientAPI remoteClient,
79 bool permissionToDelete) 79 bool permissionToDelete)
80 { 80 {
81 if (Enabled) 81 if (Enabled)
@@ -87,7 +87,7 @@ namespace OpenSim.Region.Framework.Scenes
87 DeleteToInventoryHolder dtis = new DeleteToInventoryHolder(); 87 DeleteToInventoryHolder dtis = new DeleteToInventoryHolder();
88 dtis.action = action; 88 dtis.action = action;
89 dtis.folderID = folderID; 89 dtis.folderID = folderID;
90 dtis.objectGroup = objectGroup; 90 dtis.objectGroups = objectGroups;
91 dtis.remoteClient = remoteClient; 91 dtis.remoteClient = remoteClient;
92 dtis.permissionToDelete = permissionToDelete; 92 dtis.permissionToDelete = permissionToDelete;
93 93
@@ -103,7 +103,10 @@ namespace OpenSim.Region.Framework.Scenes
103 // This is not ideal since the object will still be available for manipulation when it should be, but it's 103 // This is not ideal since the object will still be available for manipulation when it should be, but it's
104 // better than losing the object for now. 104 // better than losing the object for now.
105 if (permissionToDelete) 105 if (permissionToDelete)
106 objectGroup.DeleteGroup(false); 106 {
107 foreach (SceneObjectGroup g in objectGroups)
108 g.DeleteGroup(false);
109 }
107 } 110 }
108 111
109 private void InventoryRunDeleteTimer(object sender, ElapsedEventArgs e) 112 private void InventoryRunDeleteTimer(object sender, ElapsedEventArgs e)
@@ -140,9 +143,12 @@ namespace OpenSim.Region.Framework.Scenes
140 { 143 {
141 IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>(); 144 IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>();
142 if (invAccess != null) 145 if (invAccess != null)
143 invAccess.DeleteToInventory(x.action, x.folderID, x.objectGroup, x.remoteClient); 146 invAccess.DeleteToInventory(x.action, x.folderID, x.objectGroups, x.remoteClient);
144 if (x.permissionToDelete) 147 if (x.permissionToDelete)
145 m_scene.DeleteSceneObject(x.objectGroup, false); 148 {
149 foreach (SceneObjectGroup g in x.objectGroups)
150 m_scene.DeleteSceneObject(g, false);
151 }
146 } 152 }
147 catch (Exception e) 153 catch (Exception e)
148 { 154 {
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index cbe3456..e1128a6 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -1550,79 +1550,98 @@ namespace OpenSim.Region.Framework.Scenes
1550 public virtual void DeRezObject(IClientAPI remoteClient, uint localID, 1550 public virtual void DeRezObject(IClientAPI remoteClient, uint localID,
1551 UUID groupID, DeRezAction action, UUID destinationID) 1551 UUID groupID, DeRezAction action, UUID destinationID)
1552 { 1552 {
1553 SceneObjectPart part = GetSceneObjectPart(localID); 1553 DeRezObjects(remoteClient, new List<uint>() { localID} , groupID, action, destinationID);
1554 if (part == null) 1554 }
1555 return;
1556 1555
1557 if (part.ParentGroup == null || part.ParentGroup.IsDeleted) 1556 public virtual void DeRezObjects(IClientAPI remoteClient, List<uint> localIDs,
1558 return; 1557 UUID groupID, DeRezAction action, UUID destinationID)
1558 {
1559 // First, see of we can perform the requested action and
1560 // build a list of eligible objects
1561 List<uint> deleteIDs = new List<uint>();
1562 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>();
1559 1563
1560 // Can't delete child prims 1564 // Start with true for both, then remove the flags if objects
1561 if (part != part.ParentGroup.RootPart) 1565 // that we can't derez are part of the selection
1562 return; 1566 bool permissionToTake = true;
1567 bool permissionToTakeCopy = true;
1568 bool permissionToDelete = true;
1563 1569
1564 SceneObjectGroup grp = part.ParentGroup; 1570 foreach (uint localID in localIDs)
1571 {
1572 // Invalid id
1573 SceneObjectPart part = GetSceneObjectPart(localID);
1574 if (part == null)
1575 continue;
1565 1576
1566 //force a database backup/update on this SceneObjectGroup 1577 // Already deleted by someone else
1567 //So that we know the database is upto date, for when deleting the object from it 1578 if (part.ParentGroup == null || part.ParentGroup.IsDeleted)
1568 ForceSceneObjectBackup(grp); 1579 continue;
1569 1580
1570 bool permissionToTake = false; 1581 // Can't delete child prims
1571 bool permissionToDelete = false; 1582 if (part != part.ParentGroup.RootPart)
1583 continue;
1572 1584
1573 if (action == DeRezAction.SaveToExistingUserInventoryItem) 1585 SceneObjectGroup grp = part.ParentGroup;
1574 { 1586
1575 if (grp.OwnerID == remoteClient.AgentId && grp.RootPart.FromUserInventoryItemID != UUID.Zero) 1587 deleteIDs.Add(localID);
1576 { 1588 deleteGroups.Add(grp);
1577 permissionToTake = true; 1589
1590 // Force a database backup/update on this SceneObjectGroup
1591 // So that we know the database is upto date,
1592 // for when deleting the object from it
1593 ForceSceneObjectBackup(grp);
1594
1595 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId))
1596 permissionToTakeCopy = false;
1597 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId))
1598 permissionToTake = false;
1599
1600 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId))
1578 permissionToDelete = false; 1601 permissionToDelete = false;
1579 } 1602
1580 } 1603 }
1581 else if (action == DeRezAction.TakeCopy) 1604
1605 // Handle god perms
1606 if (Permissions.IsGod(remoteClient.AgentId))
1582 { 1607 {
1583 permissionToTake = 1608 permissionToTake = true;
1584 Permissions.CanTakeCopyObject( 1609 permissionToTakeCopy = true;
1585 grp.UUID, 1610 permissionToDelete = true;
1586 remoteClient.AgentId);
1587 } 1611 }
1588 else if (action == DeRezAction.GodTakeCopy)
1589 {
1590 permissionToTake =
1591 Permissions.IsGod(
1592 remoteClient.AgentId);
1593 }
1594 else if (action == DeRezAction.Take)
1595 {
1596 permissionToTake =
1597 Permissions.CanTakeObject(
1598 grp.UUID,
1599 remoteClient.AgentId);
1600 1612
1601 //If they can take, they can delete! 1613 // If we're re-saving, we don't even want to delete
1602 permissionToDelete = permissionToTake; 1614 if (action == DeRezAction.SaveToExistingUserInventoryItem)
1603 } 1615 permissionToDelete = false;
1604 else if (action == DeRezAction.Delete) 1616
1617 // if we want to take a copy,, we also don't want to delete
1618 // Note: after this point, the permissionToTakeCopy flag
1619 // becomes irrelevant. It already includes the permissionToTake
1620 // permission and after excluding no copy items here, we can
1621 // just use that.
1622 if (action == DeRezAction.TakeCopy)
1605 { 1623 {
1606 permissionToTake = 1624 // If we don't have permission, stop right here
1607 Permissions.CanDeleteObject( 1625 if (!permissionToTakeCopy)
1608 grp.UUID, 1626 return;
1609 remoteClient.AgentId); 1627
1610 permissionToDelete = permissionToTake; 1628 // Don't delete
1629 permissionToDelete = false;
1611 } 1630 }
1612 else if (action == DeRezAction.Return) 1631
1632 if (action == DeRezAction.Return)
1613 { 1633 {
1614 if (remoteClient != null) 1634 if (remoteClient != null)
1615 { 1635 {
1616 permissionToTake = 1636 if (Permissions.CanReturnObjects(
1617 Permissions.CanReturnObjects(
1618 null, 1637 null,
1619 remoteClient.AgentId, 1638 remoteClient.AgentId,
1620 new List<SceneObjectGroup>() {grp}); 1639 deleteGroups))
1621 permissionToDelete = permissionToTake; 1640 foreach (SceneObjectGroup g in deleteGroups)
1622
1623 if (permissionToDelete)
1624 { 1641 {
1625 AddReturn(grp.OwnerID, grp.Name, grp.AbsolutePosition, "parcel owner return"); 1642 AddReturn(g.OwnerID, g.Name, g.AbsolutePosition, "parcel owner return");
1643 DeleteSceneObject(g, false);
1644 return;
1626 } 1645 }
1627 } 1646 }
1628 else // Auto return passes through here with null agent 1647 else // Auto return passes through here with null agent
@@ -1631,22 +1650,17 @@ namespace OpenSim.Region.Framework.Scenes
1631 permissionToDelete = true; 1650 permissionToDelete = true;
1632 } 1651 }
1633 } 1652 }
1634 else
1635 {
1636 m_log.DebugFormat(
1637 "[AGENT INVENTORY]: Ignoring unexpected derez action {0} for {1}", action, remoteClient.Name);
1638 return;
1639 }
1640 1653
1641 if (permissionToTake) 1654 if (permissionToTake)
1642 { 1655 {
1643 m_asyncSceneObjectDeleter.DeleteToInventory( 1656 m_asyncSceneObjectDeleter.DeleteToInventory(
1644 action, destinationID, grp, remoteClient, 1657 action, destinationID, deleteGroups, remoteClient,
1645 permissionToDelete); 1658 permissionToDelete);
1646 } 1659 }
1647 else if (permissionToDelete) 1660 else if (permissionToDelete)
1648 { 1661 {
1649 DeleteSceneObject(grp, false); 1662 foreach (SceneObjectGroup g in deleteGroups)
1663 DeleteSceneObject(g, false);
1650 } 1664 }
1651 } 1665 }
1652 1666