From 9b66108081a8c8cf79faaa6c541554091c40850e Mon Sep 17 00:00:00 2001
From: Dr Scofield
Date: Fri, 6 Feb 2009 16:55:34 +0000
Subject: This changeset is the step 1 of 2 in refactoring
OpenSim.Region.Environment into a "framework" part and a modules only part.
This first changeset refactors OpenSim.Region.Environment.Scenes,
OpenSim.Region.Environment.Interfaces, and OpenSim.Region.Interfaces into
OpenSim.Region.Framework.{Interfaces,Scenes} leaving only region modules in
OpenSim.Region.Environment.
The next step will be to move region modules up from
OpenSim.Region.Environment.Modules to OpenSim.Region.CoreModules and
then sort out which modules are really core modules and which should
move out to forge.
I've been very careful to NOT BREAK anything. i hope i've
succeeded. as this is the work of a whole week i hope i managed to
keep track with the applied patches of the last week --- could any of
you that did check in stuff have a look at whether it survived? thx!
---
.../Framework/Scenes/SceneObjectGroup.Inventory.cs | 401 +++++++++++++++++++++
1 file changed, 401 insertions(+)
create mode 100644 OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
(limited to 'OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs')
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
new file mode 100644
index 0000000..5fa6609
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
@@ -0,0 +1,401 @@
+/*
+ * 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 OpenSim 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;
+
+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()
+ {
+ lock (m_parts)
+ {
+ foreach (SceneObjectPart part in m_parts.Values)
+ {
+ part.Inventory.ForceInventoryPersistence();
+ }
+ }
+ }
+
+ ///
+ /// Start the scripts contained in all the prims in this group.
+ ///
+ public void CreateScriptInstances(int startParam, bool postOnRez,
+ string engine, int stateSource)
+ {
+ // Don't start scripts if they're turned off in the region!
+ if (!m_scene.RegionInfo.RegionSettings.DisableScripts)
+ {
+ foreach (SceneObjectPart part in m_parts.Values)
+ {
+ part.Inventory.CreateScriptInstances(startParam, postOnRez, engine, stateSource);
+ }
+ }
+ }
+
+ ///
+ /// Stop the scripts contained in all the prims in this group
+ ///
+ public void RemoveScriptInstances()
+ {
+ lock (m_parts)
+ {
+ foreach (SceneObjectPart part in m_parts.Values)
+ {
+ part.Inventory.RemoveScriptInstances();
+ }
+ }
+ }
+
+ ///
+ ///
+ ///
+ ///
+ ///
+ public bool GetPartInventoryFileName(IClientAPI remoteClient, uint localID)
+ {
+ SceneObjectPart part = GetChildPart(localID);
+ if (part != null)
+ {
+ return part.Inventory.GetInventoryFileName(remoteClient, localID);
+ }
+ else
+ {
+ m_log.ErrorFormat(
+ "[PRIM INVENTORY]: " +
+ "Couldn't find part {0} in object group {1}, {2} to retreive prim inventory",
+ localID, Name, UUID);
+ }
+ return false;
+ }
+
+ ///
+ /// Return serialized inventory metadata for the given constituent prim
+ ///
+ ///
+ ///
+ public void RequestInventoryFile(IClientAPI client, uint localID, IXfer xferManager)
+ {
+ SceneObjectPart part = GetChildPart(localID);
+ if (part != null)
+ {
+ part.Inventory.RequestInventoryFile(client, xferManager);
+ }
+ else
+ {
+ m_log.ErrorFormat(
+ "[PRIM INVENTORY]: " +
+ "Couldn't find part {0} in object group {1}, {2} to request inventory data",
+ localID, Name, UUID);
+ }
+ }
+
+ ///
+ /// Add an inventory item to a prim in this group.
+ ///
+ ///
+ ///
+ ///
+ /// The item UUID that should be used by the new item.
+ ///
+ public bool AddInventoryItem(IClientAPI remoteClient, uint localID,
+ InventoryItemBase item, UUID copyItemID)
+ {
+ UUID newItemId = (copyItemID != UUID.Zero) ? copyItemID : item.ID;
+
+ SceneObjectPart part = GetChildPart(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.Creator;
+ taskItem.Type = item.AssetType;
+ taskItem.InvType = item.InvType;
+
+ if (remoteClient != null &&
+ remoteClient.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;
+ taskItem.CurrentPermissions |= 8;
+ } else {
+ taskItem.BasePermissions = item.BasePermissions;
+ taskItem.CurrentPermissions = item.CurrentPermissions;
+ taskItem.CurrentPermissions |= 8;
+ taskItem.EveryonePermissions = item.EveryOnePermissions;
+ taskItem.GroupPermissions = item.GroupPermissions;
+ taskItem.NextPermissions = item.NextPermissions;
+ }
+
+ taskItem.Flags = item.Flags;
+ // 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 = false;
+ if (remoteClient!=null)
+ {
+ addFromAllowedDrop = remoteClient.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 = GetChildPart(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 = GetChildPart(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 = GetChildPart(localID);
+ if (part != null)
+ {
+ int type = part.Inventory.RemoveInventoryItem(itemID);
+
+ return type;
+ }
+
+ return -1;
+ }
+
+ public uint GetEffectivePermissions()
+ {
+ uint perms=(uint)(PermissionMask.Modify |
+ PermissionMask.Copy |
+ PermissionMask.Move |
+ PermissionMask.Transfer) | 7;
+
+ uint ownerMask = 0x7ffffff;
+ foreach (SceneObjectPart part in m_parts.Values)
+ {
+ 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 ((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()
+ {
+ foreach (SceneObjectPart part in m_parts.Values)
+ {
+ part.ApplyNextOwnerPermissions();
+ }
+ }
+
+ public string GetStateSnapshot()
+ {
+ List assemblies = new List();
+ Dictionary states = new Dictionary();
+
+ foreach (SceneObjectPart part in m_parts.Values)
+ {
+ foreach (string a in part.Inventory.GetScriptAssemblies())
+ {
+ if (a != "" && !assemblies.Contains(a))
+ assemblies.Add(a);
+ }
+
+ foreach (KeyValuePair s in part.Inventory.GetScriptStates())
+ {
+ states[s.Key] = s.Value;
+ }
+ }
+
+ if (states.Count < 1 || assemblies.Count < 1)
+ return "";
+
+ XmlDocument xmldoc = new XmlDocument();
+
+ XmlNode xmlnode = xmldoc.CreateNode(XmlNodeType.XmlDeclaration,
+ "", "");
+
+ xmldoc.AppendChild(xmlnode);
+ XmlElement rootElement = xmldoc.CreateElement("", "ScriptData",
+ "");
+
+ xmldoc.AppendChild(rootElement);
+
+ XmlElement wrapper = xmldoc.CreateElement("", "Assemblies",
+ "");
+
+ rootElement.AppendChild(wrapper);
+
+ foreach (string assembly in assemblies)
+ {
+ string fn = Path.GetFileName(assembly);
+ if (fn == String.Empty)
+ continue;
+
+ FileInfo fi = new FileInfo(assembly);
+
+ if (fi == null)
+ continue;
+
+ Byte[] data = new Byte[fi.Length];
+
+ FileStream fs = File.Open(assembly, FileMode.Open, FileAccess.Read);
+ fs.Read(data, 0, data.Length);
+ fs.Close();
+
+ XmlElement assemblyData = xmldoc.CreateElement("", "Assembly", "");
+ XmlAttribute assemblyName = xmldoc.CreateAttribute("", "Filename", "");
+ assemblyName.Value = fn;
+ assemblyData.Attributes.Append(assemblyName);
+
+ assemblyData.InnerText = System.Convert.ToBase64String(data);
+
+ wrapper.AppendChild(assemblyData);
+ }
+
+ wrapper = xmldoc.CreateElement("", "ScriptStates",
+ "");
+
+ rootElement.AppendChild(wrapper);
+
+ foreach (KeyValuePair state in states)
+ {
+ XmlElement stateData = xmldoc.CreateElement("", "State", "");
+
+ XmlAttribute stateID = xmldoc.CreateAttribute("", "UUID", "");
+ stateID.Value = state.Key.ToString();
+ stateData.Attributes.Append(stateID);
+
+ XmlDocument sdoc = new XmlDocument();
+ sdoc.LoadXml(state.Value);
+ XmlNodeList rootL = sdoc.GetElementsByTagName("ScriptState");
+ XmlNode rootNode = rootL[0];
+
+ XmlNode newNode = xmldoc.ImportNode(rootNode, true);
+ stateData.AppendChild(newNode);
+ wrapper.AppendChild(stateData);
+ }
+
+ return xmldoc.InnerXml;
+ }
+ }
+}
--
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