/*
* 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 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
* 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.Collections.Generic;
using System.Collections;
using System.Reflection;
using System.Text;
using System.Threading;
using System.Timers;
using System.Xml;
using OpenMetaverse;
using OpenMetaverse.Packets;
using log4net;
using OpenSim.Framework;
using OpenSim.Framework.Serialization.External;
using OpenSim.Region.Framework;
using OpenSim.Framework.Client;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes.Serialization;
using OpenSim.Services.Interfaces;
using PermissionMask = OpenSim.Framework.PermissionMask;
namespace OpenSim.Region.Framework.Scenes
{
public partial class Scene
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
//private static readonly string LogHeader = "[SCENE INVENTORY]";
///
/// Allows asynchronous derezzing of objects from the scene into a client's inventory.
///
protected AsyncSceneObjectGroupDeleter m_asyncSceneObjectDeleter;
///
/// Allows inventory details to be sent to clients asynchronously
///
protected AsyncInventorySender m_asyncInventorySender;
///
/// Creates all the scripts in the scene which should be started.
///
///
/// 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()
{
m_log.InfoFormat("[SCENE]: Initializing script instances in {0}", RegionInfo.RegionName);
int scriptsValidForStarting = 0;
EntityBase[] entities = Entities.GetEntities();
foreach (EntityBase group in entities)
{
if (group is SceneObjectGroup)
{
scriptsValidForStarting
+= ((SceneObjectGroup) group).CreateScriptInstances(0, false, DefaultScriptEngine, 0);
((SceneObjectGroup) group).ResumeScripts();
}
}
m_log.InfoFormat(
"[SCENE]: Initialized {0} script instances in {1}",
scriptsValidForStarting, RegionInfo.RegionName);
return scriptsValidForStarting;
}
///
/// Lets the script engines start processing scripts.
///
public void StartScripts()
{
// m_log.InfoFormat("[SCENE]: Starting scripts in {0}, please wait.", RegionInfo.RegionName);
IScriptModule[] engines = RequestModuleInterfaces();
foreach (IScriptModule engine in engines)
engine.StartProcessing();
}
public void AddUploadedInventoryItem(UUID agentID, InventoryItemBase item, uint cost)
{
IMoneyModule money = RequestModuleInterface();
if (money != null)
{
money.ApplyUploadCharge(agentID, (int)cost, "Asset upload");
}
AddInventoryItem(item);
}
public bool AddInventoryItemReturned(UUID AgentId, InventoryItemBase item)
{
if (AddInventoryItem(item))
return true;
else
{
m_log.WarnFormat(
"[AGENT INVENTORY]: Unable to add item {1} to agent {2} inventory", item.Name, AgentId);
return false;
}
}
public bool AddInventoryItem(InventoryItemBase item)
{
return AddInventoryItem(item, true);
}
///
/// Add the given inventory item to a user's inventory.
///
///
public bool AddInventoryItem(InventoryItemBase item, bool trigger)
{
if (item.Folder != UUID.Zero && InventoryService.AddItem(item))
{
int userlevel = 0;
if (Permissions.IsGod(item.Owner))
{
userlevel = 1;
}
if (trigger)
EventManager.TriggerOnNewInventoryItemUploadComplete(item, userlevel);
return true;
}
// OK so either the viewer didn't send a folderID or AddItem failed
UUID originalFolder = item.Folder;
InventoryFolderBase f = null;
if (Enum.IsDefined(typeof(FolderType), (sbyte)item.AssetType))
f = InventoryService.GetFolderForType(item.Owner, (FolderType)item.AssetType);
if (f != null)
{
m_log.DebugFormat(
"[AGENT INVENTORY]: Found folder {0} type {1} for item {2}",
f.Name, (AssetType)f.Type, item.Name);
item.Folder = f.ID;
}
else
{
f = InventoryService.GetRootFolder(item.Owner);
if (f != null)
{
item.Folder = f.ID;
}
else
{
m_log.WarnFormat(
"[AGENT INVENTORY]: Could not find root folder for {0} when trying to add item {1} with no parent folder specified",
item.Owner, item.Name);
return false;
}
}
if (InventoryService.AddItem(item))
{
int userlevel = 0;
if (Permissions.IsGod(item.Owner))
{
userlevel = 1;
}
if (trigger)
EventManager.TriggerOnNewInventoryItemUploadComplete(item, userlevel);
if (originalFolder != UUID.Zero)
{
// Tell the viewer that the item didn't go there
ChangePlacement(item, f);
}
return true;
}
else
{
m_log.WarnFormat(
"[AGENT INVENTORY]: Agent {0} could not add item {1} {2}",
item.Owner, item.Name, item.ID);
return false;
}
}
private void ChangePlacement(InventoryItemBase item, InventoryFolderBase f)
{
ScenePresence sp = GetScenePresence(item.Owner);
if (sp != null)
{
if (sp.ControllingClient is IClientCore)
{
IClientCore core = (IClientCore)sp.ControllingClient;
IClientInventory inv;
if (core.TryGet(out inv))
{
InventoryFolderBase parent = InventoryService.GetFolder(f.Owner, f.ParentID);
inv.SendRemoveInventoryItems(new UUID[] { item.ID });
inv.SendBulkUpdateInventory(new InventoryFolderBase[0], new InventoryItemBase[] { item });
string message = "The item was placed in folder " + f.Name;
if (parent != null)
message += " under " + parent.Name;
sp.ControllingClient.SendAgentAlertMessage(message, false);
}
}
}
}
///
/// Add the given inventory item to a user's inventory.
///
///
/// A
///
///
/// A
///
[Obsolete("Use AddInventoryItem(InventoryItemBase item) instead. This was deprecated in OpenSim 0.7.1")]
public void AddInventoryItem(UUID AgentID, InventoryItemBase item)
{
AddInventoryItem(item);
}
///
/// Add an inventory item to an avatar's inventory.
///
/// The remote client controlling the avatar
/// The item. This structure contains all the item metadata, including the folder
/// in which the item is to be placed.
public void AddInventoryItem(IClientAPI remoteClient, InventoryItemBase item)
{
AddInventoryItem(item);
remoteClient.SendInventoryItemCreateUpdate(item, 0);
}
///
/// CapsUpdatedInventoryItemAsset(IClientAPI, UUID, byte[])
///
public UUID CapsUpdateInventoryItemAsset(UUID avatarId, UUID itemID, byte[] data)
{
ScenePresence avatar;
if (TryGetScenePresence(avatarId, out avatar))
{
IInventoryAccessModule invAccess = RequestModuleInterface();
if (invAccess != null)
return invAccess.CapsUpdateInventoryItemAsset(avatar.ControllingClient, itemID, data);
}
else
{
m_log.ErrorFormat(
"[AGENT INVENTORY]: " +
"Avatar {0} cannot be found to update its inventory item asset",
avatarId);
}
return UUID.Zero;
}
///
/// Capability originating call to update the asset of a script in a prim's (task's) inventory
///
///
///
/// The prim which contains the item to update
/// Indicates whether the script to update is currently running
///
public ArrayList CapsUpdateTaskInventoryScriptAsset(IClientAPI remoteClient, UUID itemId,
UUID primId, bool isScriptRunning, byte[] data)
{
if (!Permissions.CanEditScript(itemId, primId, remoteClient.AgentId))
{
remoteClient.SendAgentAlertMessage("Insufficient permissions to edit script", false);
return new ArrayList();
}
// Retrieve group
SceneObjectPart part = GetSceneObjectPart(primId);
if (part == null)
return new ArrayList();
SceneObjectGroup group = part.ParentGroup;
// Retrieve item
TaskInventoryItem item = group.GetInventoryItem(part.LocalId, itemId);
if (null == item)
{
m_log.ErrorFormat(
"[PRIM INVENTORY]: Tried to retrieve item ID {0} from prim {1}, {2} for caps script update "
+ " but the item does not exist in this inventory",
itemId, part.Name, part.UUID);
return new ArrayList();
}
AssetBase asset = CreateAsset(item.Name, item.Description, (sbyte)AssetType.LSLText, data, remoteClient.AgentId);
AssetService.Store(asset);
// m_log.DebugFormat(
// "[PRIM INVENTORY]: Stored asset {0} when updating item {1} in prim {2} for {3}",
// asset.ID, item.Name, part.Name, remoteClient.Name);
if (isScriptRunning)
{
part.Inventory.RemoveScriptInstance(item.ItemID, false);
}
// Update item with new asset
item.AssetID = asset.FullID;
group.UpdateInventoryItem(item);
group.InvalidateEffectivePerms();
part.SendPropertiesToClient(remoteClient);
// Trigger rerunning of script (use TriggerRezScript event, see RezScript)
ArrayList errors = new ArrayList();
if (isScriptRunning)
{
// Needs to determine which engine was running it and use that
//
errors = part.Inventory.CreateScriptInstanceEr(item.ItemID, 0, false, DefaultScriptEngine, 1);
}
// Tell anyone managing scripts that a script has been reloaded/changed
EventManager.TriggerUpdateScript(remoteClient.AgentId, itemId, primId, isScriptRunning, item.AssetID);
part.ParentGroup.ResumeScripts();
return errors;
}
///
/// CapsUpdateTaskInventoryScriptAsset(IClientAPI, UUID, UUID, bool, byte[])
///
public ArrayList CapsUpdateTaskInventoryScriptAsset(UUID avatarId, UUID itemId,
UUID primId, bool isScriptRunning, byte[] data)
{
ScenePresence avatar;
if (TryGetScenePresence(avatarId, out avatar))
{
return CapsUpdateTaskInventoryScriptAsset(
avatar.ControllingClient, itemId, primId, isScriptRunning, data);
}
else
{
m_log.ErrorFormat(
"[PRIM INVENTORY]: " +
"Avatar {0} cannot be found to update its prim item asset",
avatarId);
return new ArrayList();
}
}
///
/// Update an item which is either already in the client's inventory or is within
/// a transaction
///
///
/// The transaction ID. If this is UUID.Zero we will
/// assume that we are not in a transaction
/// The ID of the updated item
/// The name of the updated item
/// The description of the updated item
/// The permissions of the updated item
/* public void UpdateInventoryItemAsset(IClientAPI remoteClient, UUID transactionID,
UUID itemID, string name, string description,
uint nextOwnerMask)*/
public void UpdateInventoryItemAsset(IClientAPI remoteClient, UUID transactionID,
UUID itemID, InventoryItemBase itemUpd)
{
// m_log.DebugFormat(
// "[USER INVENTORY]: Updating asset for item {0} {1}, transaction ID {2} for {3}",
// itemID, itemUpd.Name, transactionID, remoteClient.Name);
// This one will let people set next perms on items in agent
// inventory. Rut-Roh. Whatever. Make this secure. Yeah.
//
// Passing something to another avatar or a an object will already
InventoryItemBase item = InventoryService.GetItem(remoteClient.AgentId, itemID);
if (item != null)
{
if (item.Owner != remoteClient.AgentId)
return;
item.Flags = (item.Flags & ~(uint)255) | (itemUpd.Flags & (uint)255);
item.Name = itemUpd.Name;
item.Description = itemUpd.Description;
// m_log.DebugFormat(
// "[USER INVENTORY]: itemUpd {0} {1} {2} {3}, item {4} {5} {6} {7}",
// itemUpd.NextPermissions, itemUpd.GroupPermissions, itemUpd.EveryOnePermissions, item.Flags,
// item.NextPermissions, item.GroupPermissions, item.EveryOnePermissions, item.CurrentPermissions);
bool sendUpdate = false;
if (itemUpd.NextPermissions != 0) // Use this to determine validity. Can never be 0 if valid
{
// Create a set of base permissions that will not include export if the user
// is not allowed to change the export flag.
bool denyExportChange = false;
// m_log.DebugFormat("[XXX]: B: {0} O: {1} E: {2}", itemUpd.BasePermissions, itemUpd.CurrentPermissions, itemUpd.EveryOnePermissions);
// If the user is not the creator or doesn't have "E" in both "B" and "O", deny setting export
if ((item.BasePermissions & (uint)(PermissionMask.All | PermissionMask.Export)) != (uint)(PermissionMask.All | PermissionMask.Export) || (item.CurrentPermissions & (uint)PermissionMask.Export) == 0 || item.CreatorIdAsUuid != item.Owner)
denyExportChange = true;
// m_log.DebugFormat("[XXX]: Deny Export Update {0}", denyExportChange);
// If it is already set, force it set and also force full perm
// else prevent setting it. It can and should never be set unless
// set in base, so the condition above is valid
if (denyExportChange)
{
// If we are not allowed to change it, then force it to the
// original item's setting and if it was on, also force full perm
if ((item.EveryOnePermissions & (uint)PermissionMask.Export) != 0)
{
itemUpd.NextPermissions = (uint)(PermissionMask.All);
itemUpd.EveryOnePermissions |= (uint)PermissionMask.Export;
}
else
{
itemUpd.EveryOnePermissions &= ~(uint)PermissionMask.Export;
}
}
else
{
// If the new state is exportable, force full perm
if ((itemUpd.EveryOnePermissions & (uint)PermissionMask.Export) != 0)
{
// m_log.DebugFormat("[XXX]: Force full perm");
itemUpd.NextPermissions = (uint)(PermissionMask.All);
}
}
if (item.NextPermissions != (itemUpd.NextPermissions & item.BasePermissions))
item.Flags |= (uint)InventoryItemFlags.ObjectOverwriteNextOwner;
item.NextPermissions = itemUpd.NextPermissions & item.BasePermissions;
if (item.EveryOnePermissions != (itemUpd.EveryOnePermissions & item.BasePermissions))
item.Flags |= (uint)InventoryItemFlags.ObjectOverwriteEveryone;
item.EveryOnePermissions = itemUpd.EveryOnePermissions & item.BasePermissions;
if (item.GroupPermissions != (itemUpd.GroupPermissions & item.BasePermissions))
item.Flags |= (uint)InventoryItemFlags.ObjectOverwriteGroup;
item.GroupPermissions = itemUpd.GroupPermissions & item.BasePermissions;
item.GroupID = itemUpd.GroupID;
item.GroupOwned = itemUpd.GroupOwned;
item.CreationDate = itemUpd.CreationDate;
// The client sends zero if its newly created?
if (itemUpd.CreationDate == 0)
item.CreationDate = Util.UnixTimeSinceEpoch();
else
item.CreationDate = itemUpd.CreationDate;
// TODO: Check if folder changed and move item
//item.NextPermissions = itemUpd.Folder;
item.InvType = itemUpd.InvType;
if (item.SalePrice != itemUpd.SalePrice ||
item.SaleType != itemUpd.SaleType)
item.Flags |= (uint)InventoryItemFlags.ObjectSlamSale;
item.SalePrice = itemUpd.SalePrice;
item.SaleType = itemUpd.SaleType;
if (item.InvType == (int)InventoryType.Wearable && (item.Flags & 0xf) == 0 && (itemUpd.Flags & 0xf) != 0)
{
item.Flags = (uint)(item.Flags & 0xfffffff0) | (itemUpd.Flags & 0xf);
sendUpdate = true;
}
InventoryService.UpdateItem(item);
}
if (UUID.Zero != transactionID)
{
if (AgentTransactionsModule != null)
{
AgentTransactionsModule.HandleItemUpdateFromTransaction(remoteClient, transactionID, item);
}
}
else
{
// This MAY be problematic, if it is, another solution
// needs to be found. If inventory item flags are updated
// the viewer's notion of the item needs to be refreshed.
//
// In other situations we cannot send out a bulk update here, since this will cause editing of clothing to start
// failing frequently. Possibly this is a race with a separate transaction that uploads the asset.
if (sendUpdate)
remoteClient.SendBulkUpdateInventory(item);
}
}
else
{
m_log.ErrorFormat(
"[AGENTINVENTORY]: Item id {0} not found for an inventory item update for {1}.",
itemID, remoteClient.Name);
}
}
///
/// Give an inventory item from one user to another
///
///
/// ID of the sender of the item
///
public virtual void GiveInventoryItem(IClientAPI recipientClient, UUID senderId, UUID itemId, out string message)
{
InventoryItemBase itemCopy = GiveInventoryItem(recipientClient.AgentId, senderId, itemId, out message);
if (itemCopy != null)
recipientClient.SendBulkUpdateInventory(itemCopy);
}
///
/// Give an inventory item from one user to another
///
///
/// ID of the sender of the item
///
/// The inventory item copy given, null if the give was unsuccessful
public virtual InventoryItemBase GiveInventoryItem(UUID recipient, UUID senderId, UUID itemId, out string message)
{
return GiveInventoryItem(recipient, senderId, itemId, UUID.Zero, out message);
}
///
/// Give an inventory item from one user to another
///
///
/// ID of the sender of the item
///
///
/// The id of the folder in which the copy item should go. If UUID.Zero then the item is placed in the most
/// appropriate default folder.
///
///
/// The inventory item copy given, null if the give was unsuccessful
///
public virtual InventoryItemBase GiveInventoryItem(
UUID recipient, UUID senderId, UUID itemId, UUID recipientFolderId, out string message)
{
//Console.WriteLine("Scene.Inventory.cs: GiveInventoryItem");
if (!Permissions.CanTransferUserInventory(itemId, senderId, recipient))
{
message = "Not allowed to transfer this item.";
return null;
}
InventoryItemBase item = InventoryService.GetItem(senderId, itemId);
if (item == null)
{
m_log.WarnFormat(
"[AGENT INVENTORY]: Failed to find item {0} sent by {1} to {2}", itemId, senderId, recipient);
message = string.Format("Item not found: {0}.", itemId);
return null;
}
if (item.Owner != senderId)
{
m_log.WarnFormat(
"[AGENT INVENTORY]: Attempt to send item {0} {1} to {2} failed because sender {3} did not match item owner {4}",
item.Name, item.ID, recipient, senderId, item.Owner);
message = "Sender did not match item owner.";
return null;
}
IUserManagement uman = RequestModuleInterface();
if (uman != null)
uman.AddUser(item.CreatorIdAsUuid, item.CreatorData);
if (!Permissions.BypassPermissions())
{
if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
{
message = "Item doesn't have the Transfer permission.";
return null;
}
}
// Insert a copy of the item into the recipient
InventoryItemBase itemCopy = new InventoryItemBase();
itemCopy.Owner = recipient;
itemCopy.CreatorId = item.CreatorId;
itemCopy.CreatorData = item.CreatorData;
itemCopy.ID = UUID.Random();
itemCopy.AssetID = item.AssetID;
itemCopy.Description = item.Description;
itemCopy.Name = item.Name;
itemCopy.AssetType = item.AssetType;
itemCopy.InvType = item.InvType;
itemCopy.Folder = recipientFolderId;
itemCopy.Flags = item.Flags;
if (Permissions.PropagatePermissions() && recipient != senderId)
{
// Trying to do this right this time. This is evil. If
// you believe in Good, go elsewhere. Vampires and other
// evil creatores only beyond this point. You have been
// warned.
// We're going to mask a lot of things by the next perms
// Tweak the next perms to be nicer to our data
//
// In this mask, all the bits we do NOT want to mess
// with are set. These are:
//
// Transfer
// Copy
// Modify
uint permsMask = ~ ((uint)PermissionMask.Copy |
(uint)PermissionMask.Transfer |
(uint)PermissionMask.Modify |
(uint)PermissionMask.Export);
// Now, reduce the next perms to the mask bits
// relevant to the operation
uint nextPerms = permsMask | (item.NextPermissions &
((uint)PermissionMask.Copy |
(uint)PermissionMask.Transfer |
(uint)PermissionMask.Modify));
// nextPerms now has all bits set, except for the actual
// next permission bits.
// This checks for no mod, no copy, no trans.
// This indicates an error or messed up item. Do it like
// SL and assume trans
if (nextPerms == permsMask)
nextPerms |= (uint)PermissionMask.Transfer;
// Inventory owner perms are the logical AND of the
// folded perms and the root prim perms, however, if
// the root prim is mod, the inventory perms will be
// mod. This happens on "take" and is of little concern
// here, save for preventing escalation
// This hack ensures that items previously permalocked
// get unlocked when they're passed or rezzed
uint basePerms = item.BasePermissions |
(uint)PermissionMask.Move;
uint ownerPerms = item.CurrentPermissions;
// These will be applied to the root prim at next rez.
// The legacy slam bit (bit 3) and folded permission (bits 0-2)
// are preserved due to the above mangling
// ownerPerms &= nextPerms;
// Mask the base permissions. This is a conservative
// approach altering only the three main perms
// basePerms &= nextPerms;
// Mask out the folded portion of the base mask.
// While the owner mask carries the actual folded
// permissions, the base mask carries the original
// base mask, before masking with the folded perms.
// We need this later for rezzing.
// basePerms &= ~(uint)PermissionMask.FoldedMask;
// basePerms |= ((basePerms >> 13) & 7) | (((basePerms & (uint)PermissionMask.Export) != 0) ? (uint)PermissionMask.FoldedExport : 0);
// If this is an object, root prim perms may be more
// permissive than folded perms. Use folded perms as
// a mask
uint foldedPerms = (item.CurrentPermissions & (uint)PermissionMask.FoldedMask) << (int)PermissionMask.FoldingShift;
if (foldedPerms != 0 && item.InvType == (int)InventoryType.Object)
{
foldedPerms |= permsMask;
bool isRootMod = (item.CurrentPermissions &
(uint)PermissionMask.Modify) != 0 ?
true : false;
// Mask the owner perms to the folded perms
// Note that this is only to satisfy the viewer.
// The effect of this will be reversed on rez.
ownerPerms &= foldedPerms;
basePerms &= foldedPerms;
// If the root was mod, let the mask reflect that
// We also need to adjust the base here, because
// we should be able to edit in-inventory perms
// for the root prim, if it's mod.
if (isRootMod)
{
ownerPerms |= (uint)PermissionMask.Modify;
basePerms |= (uint)PermissionMask.Modify;
}
}
// move here so nextperms are mandatory
ownerPerms &= nextPerms;
basePerms &= nextPerms;
basePerms &= ~(uint)PermissionMask.FoldedMask;
basePerms |= ((basePerms >> 13) & 7) | (((basePerms & (uint)PermissionMask.Export) != 0) ? (uint)PermissionMask.FoldedExport : 0);
// Assign to the actual item. Make sure the slam bit is
// set, if it wasn't set before.
itemCopy.BasePermissions = basePerms;
itemCopy.CurrentPermissions = ownerPerms;
itemCopy.Flags |= (uint)InventoryItemFlags.ObjectSlamPerm;
// Need to clear the other inventory slam options.
// That is so we can handle the case where the recipient
// changes the bits in inventory before rezzing
itemCopy.Flags &= ~(uint)(InventoryItemFlags.ObjectOverwriteBase | InventoryItemFlags.ObjectOverwriteOwner | InventoryItemFlags.ObjectOverwriteGroup | InventoryItemFlags.ObjectOverwriteEveryone | InventoryItemFlags.ObjectOverwriteNextOwner);
itemCopy.NextPermissions = item.NextPermissions;
// This preserves "everyone can move"
itemCopy.EveryOnePermissions = item.EveryOnePermissions &
nextPerms;
// Intentionally killing "share with group" here, as
// the recipient will not have the group this is
// set to
itemCopy.GroupPermissions = 0;
}
else
{
itemCopy.CurrentPermissions = item.CurrentPermissions;
itemCopy.NextPermissions = item.NextPermissions;
itemCopy.EveryOnePermissions = item.EveryOnePermissions & item.NextPermissions;
itemCopy.GroupPermissions = item.GroupPermissions & item.NextPermissions;
itemCopy.BasePermissions = item.BasePermissions;
}
if (itemCopy.Folder == UUID.Zero)
{
InventoryFolderBase folder = null;
if (Enum.IsDefined(typeof(FolderType), (sbyte)item.AssetType))
folder = InventoryService.GetFolderForType(recipient, (FolderType)itemCopy.AssetType);
if (folder != null)
{
itemCopy.Folder = folder.ID;
}
else
{
InventoryFolderBase root = InventoryService.GetRootFolder(recipient);
if (root != null)
{
itemCopy.Folder = root.ID;
}
else
{
message = "Can't find a folder to add the item to.";
return null;
}
}
}
itemCopy.GroupID = UUID.Zero;
itemCopy.GroupOwned = false;
itemCopy.SalePrice = 0; //item.SalePrice;
itemCopy.SaleType = 0; //item.SaleType;
IInventoryAccessModule invAccess = RequestModuleInterface();
if (invAccess != null)
invAccess.TransferInventoryAssets(itemCopy, senderId, recipient);
AddInventoryItem(itemCopy, false);
if (!Permissions.BypassPermissions())
{
if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
{
List items = new List();
items.Add(itemId);
InventoryService.DeleteItems(senderId, items);
}
}
message = null;
return itemCopy;
}
///
/// Give an entire inventory folder from one user to another. The entire contents (including all descendent
/// folders) is given.
///
///
/// ID of the sender of the item
///
///
/// The id of the receipient folder in which the send folder should be placed. If UUID.Zero then the
/// recipient folder is the root folder
///
///
/// The inventory folder copy given, null if the copy was unsuccessful
///
public virtual InventoryFolderBase GiveInventoryFolder(IClientAPI client,
UUID recipientId, UUID senderId, UUID folderId, UUID recipientParentFolderId)
{
//// Retrieve the folder from the sender
InventoryFolderBase folder = InventoryService.GetFolder(senderId, folderId);
if (null == folder)
{
m_log.ErrorFormat(
"[AGENT INVENTORY]: Could not find inventory folder {0} to give", folderId);
return null;
}
if (recipientParentFolderId == UUID.Zero)
{
InventoryFolderBase recipientRootFolder = InventoryService.GetRootFolder(recipientId);
if (recipientRootFolder != null)
recipientParentFolderId = recipientRootFolder.ID;
else
{
m_log.WarnFormat("[AGENT INVENTORY]: Unable to find root folder for receiving agent");
return null;
}
}
UUID newFolderId = UUID.Random();
InventoryFolderBase newFolder
= new InventoryFolderBase(
newFolderId, folder.Name, recipientId, folder.Type, recipientParentFolderId, folder.Version);
InventoryService.AddFolder(newFolder);
// Give all the subfolders
InventoryCollection contents = InventoryService.GetFolderContent(senderId, folderId);
foreach (InventoryFolderBase childFolder in contents.Folders)
{
GiveInventoryFolder(client, recipientId, senderId, childFolder.ID, newFolder.ID);
}
// Give all the items
foreach (InventoryItemBase item in contents.Items)
{
string message;
if (GiveInventoryItem(recipientId, senderId, item.ID, newFolder.ID, out message) == null)
{
if (client != null)
client.SendAgentAlertMessage(message, false);
}
}
return newFolder;
}
public void CopyInventoryItem(IClientAPI remoteClient, uint callbackID, UUID oldAgentID, UUID oldItemID,
UUID newFolderID, string newName)
{
m_log.DebugFormat(
"[AGENT INVENTORY]: CopyInventoryItem received by {0} with oldAgentID {1}, oldItemID {2}, new FolderID {3}, newName {4}",
remoteClient.AgentId, oldAgentID, oldItemID, newFolderID, newName);
InventoryItemBase item = null;
if (LibraryService != null && LibraryService.LibraryRootFolder != null)
item = LibraryService.LibraryRootFolder.FindItem(oldItemID);
if (item == null)
{
item = InventoryService.GetItem(remoteClient.AgentId, oldItemID);
if (item == null)
{
m_log.Error("[AGENT INVENTORY]: Failed to find item " + oldItemID.ToString());
return;
}
if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
return;
}
if (newName == String.Empty)
newName = item.Name;
AssetBase asset = AssetService.Get(item.AssetID.ToString());
if (asset != null)
{
if (newName != String.Empty)
{
asset.Name = newName;
}
else
{
newName = item.Name;
}
if (remoteClient.AgentId == oldAgentID
|| (LibraryService != null
&& LibraryService.LibraryRootFolder != null
&& oldAgentID == LibraryService.LibraryRootFolder.Owner))
{
CreateNewInventoryItem(
remoteClient, item.CreatorId, item.CreatorData, newFolderID,
newName, item.Description, item.Flags, callbackID, item.AssetID, (sbyte)item.AssetType, (sbyte)item.InvType,
item.BasePermissions, item.CurrentPermissions, item.EveryOnePermissions,
item.NextPermissions, item.GroupPermissions, Util.UnixTimeSinceEpoch(), false);
}
else
{
// If item is transfer or permissions are off or calling agent is allowed to copy item owner's inventory item.
if (((item.CurrentPermissions & (uint)PermissionMask.Transfer) != 0)
&& (m_permissions.BypassPermissions()
|| m_permissions.CanCopyUserInventory(remoteClient.AgentId, oldItemID)))
{
CreateNewInventoryItem(
remoteClient, item.CreatorId, item.CreatorData, newFolderID, newName, item.Description, item.Flags, callbackID,
item.AssetID, (sbyte)item.AssetType, (sbyte) item.InvType,
item.NextPermissions, item.NextPermissions, item.EveryOnePermissions & item.NextPermissions,
item.NextPermissions, item.GroupPermissions, Util.UnixTimeSinceEpoch(), false);
}
}
}
else
{
m_log.ErrorFormat(
"[AGENT INVENTORY]: Could not copy item {0} since asset {1} could not be found",
item.Name, item.AssetID);
}
}
///
/// Create a new asset data structure.
///
public AssetBase CreateAsset(string name, string description, sbyte assetType, byte[] data, UUID creatorID)
{
AssetBase asset = new AssetBase(UUID.Random(), name, assetType, creatorID.ToString());
asset.Description = description;
asset.Data = (data == null) ? new byte[1] : data;
return asset;
}
///
/// Move an item within the agent's inventory, and leave a copy (used in making a new outfit)
///
public void MoveInventoryItemsLeaveCopy(IClientAPI remoteClient, List items, UUID destfolder)
{
List moveitems = new List();
foreach (InventoryItemBase b in items)
{
CopyInventoryItem(remoteClient, 0, remoteClient.AgentId, b.ID, b.Folder, null);
InventoryItemBase n = InventoryService.GetItem(b.Owner, b.ID);
n.Folder = destfolder;
moveitems.Add(n);
remoteClient.SendInventoryItemCreateUpdate(n, 0);
}
MoveInventoryItem(remoteClient, moveitems);
}
///
/// Move an item within the agent's inventory.
///
///
///
///
///
///
public void MoveInventoryItem(IClientAPI remoteClient, List items)
{
m_log.DebugFormat(
"[AGENT INVENTORY]: Moving {0} items for user {1}", items.Count, remoteClient.AgentId);
if (!InventoryService.MoveItems(remoteClient.AgentId, items))
m_log.Warn("[AGENT INVENTORY]: Failed to move items for user " + remoteClient.AgentId);
}
///
/// Create a new Inventory Item
///
/// Client creating this inventory item.
///
///
/// UUID of folder in which this item should be placed.
/// Item name.
/// Item description.
/// Item flags
/// Generated by the client.
/// Asset to which this item refers.
/// Type of inventory item.
/// Base permissions mask.
/// Current permissions mask.
/// Everyone permissions mask.
/// Next owner pemrissions mask.
/// Group permissions mask.
/// Unix timestamp at which this item was created.
public void CreateNewInventoryItem(
IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID,
string name, string description, uint flags, uint callbackID, UUID assetID, sbyte assetType, sbyte invType,
uint baseMask, uint currentMask, uint everyoneMask, uint nextOwnerMask, uint groupMask, int creationDate,
bool assetUpload)
{
InventoryItemBase item = new InventoryItemBase();
item.Owner = remoteClient.AgentId;
item.CreatorId = creatorID;
item.CreatorData = creatorData;
item.ID = UUID.Random();
item.AssetID = assetID;
item.Name = name;
item.Description = description;
item.Flags = flags;
item.AssetType = assetType;
item.InvType = invType;
item.Folder = folderID;
item.CurrentPermissions = currentMask;
item.NextPermissions = nextOwnerMask;
item.EveryOnePermissions = everyoneMask;
item.GroupPermissions = groupMask;
item.BasePermissions = baseMask;
item.CreationDate = creationDate;
// special AnimationSet case
if (item.InvType == (int)CustomInventoryType.AnimationSet)
AnimationSet.enforceItemPermitions(item,true);
if (AddInventoryItem(item))
{
remoteClient.SendInventoryItemCreateUpdate(item, callbackID);
}
else
{
m_dialogModule.SendAlertToUser(remoteClient, "Failed to create item");
m_log.WarnFormat(
"Failed to add item for {0} in CreateNewInventoryItem!",
remoteClient.Name);
}
}
///
/// Link an inventory item to an existing item.
///
///
/// The linkee item id is placed in the asset id slot. This appears to be what the viewer expects when
/// it receives inventory information.
///
///
///
///
///
///
///
///
/// /param>
///
private void HandleLinkInventoryItem(IClientAPI remoteClient, UUID transActionID, UUID folderID,
uint callbackID, string description, string name,
sbyte invType, sbyte type, UUID olditemID)
{
// m_log.DebugFormat(
// "[AGENT INVENTORY]: Received request from {0} to create inventory item link {1} in folder {2} pointing to {3}, assetType {4}, inventoryType {5}",
// remoteClient.Name, name, folderID, olditemID, (AssetType)type, (InventoryType)invType);
if (!Permissions.CanCreateUserInventory(invType, remoteClient.AgentId))
return;
ScenePresence presence;
if (TryGetScenePresence(remoteClient.AgentId, out presence))
{
// Disabled the check for duplicate links.
//
// When outfits are being adjusted, the viewer rapidly sends delete link messages followed by
// create links. However, since these are handled asynchronously, the deletes do not complete before
// the creates are handled. Therefore, we cannot enforce a duplicate link check.
// InventoryItemBase existingLink = null;
// List existingItems = InventoryService.GetFolderItems(remoteClient.AgentId, folderID);
// foreach (InventoryItemBase item in existingItems)
// if (item.AssetID == olditemID)
// existingLink = item;
//
// if (existingLink != null)
// {
// m_log.WarnFormat(
// "[AGENT INVENTORY]: Ignoring request from {0} to create item link {1} in folder {2} pointing to {3} since a link named {4} with id {5} already exists",
// remoteClient.Name, name, folderID, olditemID, existingLink.Name, existingLink.ID);
//
// return;
// }
CreateNewInventoryItem(
remoteClient, remoteClient.AgentId.ToString(), string.Empty, folderID,
name, description, 0, callbackID, olditemID, type, invType,
(uint)PermissionMask.All | (uint)PermissionMask.Export, (uint)PermissionMask.All | (uint)PermissionMask.Export, (uint)PermissionMask.All,
(uint)PermissionMask.All | (uint)PermissionMask.Export, (uint)PermissionMask.All | (uint)PermissionMask.Export, Util.UnixTimeSinceEpoch(),
false);
}
else
{
m_log.ErrorFormat(
"ScenePresence for agent uuid {0} unexpectedly not found in HandleLinkInventoryItem",
remoteClient.AgentId);
}
}
///
/// Remove an inventory item for the client's inventory
///
///
///
private void RemoveInventoryItem(IClientAPI remoteClient, List itemIDs)
{
// m_log.DebugFormat(
// "[AGENT INVENTORY]: Removing inventory items {0} for {1}",
// string.Join(",", itemIDs.ConvertAll(uuid => uuid.ToString()).ToArray()),
// remoteClient.Name);
InventoryService.DeleteItems(remoteClient.AgentId, itemIDs);
}
///
/// Removes an inventory folder. This packet is sent when the user
/// right-clicks a folder that's already in trash and chooses "purge"
///
///
///
private void RemoveInventoryFolder(IClientAPI remoteClient, List folderIDs)
{
m_log.DebugFormat("[SCENE INVENTORY]: RemoveInventoryFolders count {0}", folderIDs.Count);
InventoryService.DeleteFolders(remoteClient.AgentId, folderIDs);
}
///
/// Send the details of a prim's inventory to the client.
///
///
///
public void RequestTaskInventory(IClientAPI remoteClient, uint primLocalID)
{
SceneObjectPart part = GetSceneObjectPart(primLocalID);
if (part == null)
return;
if (XferManager != null)
part.Inventory.RequestInventoryFile(remoteClient, XferManager);
}
///
/// Remove an item from a prim (task) inventory
///
/// Unused at the moment but retained since the avatar ID might
/// be necessary for a permissions check at some stage.
///
///
public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID)
{
SceneObjectPart part = GetSceneObjectPart(localID);
SceneObjectGroup group = null;
if (part != null)
{
group = part.ParentGroup;
}
if (part != null && group != null)
{
if (!Permissions.CanEditObjectInventory(part.UUID, remoteClient.AgentId))
return;
TaskInventoryItem item = group.GetInventoryItem(localID, itemID);
if (item == null)
return;
InventoryFolderBase destFolder = InventoryService.GetFolderForType(remoteClient.AgentId, FolderType.Trash);
// Move the item to trash. If this is a copyable item, only
// a copy will be moved and we will still need to delete
// the item from the prim. If it was no copy, it will be
// deleted by this method.
string message;
InventoryItemBase item2 = MoveTaskInventoryItem(remoteClient, destFolder.ID, part, itemID, out message);
if (item2 == null)
{
m_log.WarnFormat("[SCENE INVENTORY]: RemoveTaskInventory of item {0} failed: {1}", itemID, message);
remoteClient.SendAgentAlertMessage(message, false);
return;
}
if (group.GetInventoryItem(localID, itemID) != null)
{
if (item.Type == (int)InventoryType.LSL)
{
part.RemoveScriptEvents(itemID);
part.ParentGroup.AddActiveScriptCount(-1);
}
group.RemoveInventoryItem(localID, itemID);
group.InvalidateEffectivePerms();
}
part.SendPropertiesToClient(remoteClient);
}
}
///
/// Creates (in memory only) a user inventory item that will contain a copy of a task inventory item.
///
private InventoryItemBase CreateAgentInventoryItemFromTask(UUID destAgent, SceneObjectPart part, UUID itemId, out string message)
{
TaskInventoryItem taskItem = part.Inventory.GetInventoryItem(itemId);
if (null == taskItem)
{
m_log.ErrorFormat(
"[PRIM INVENTORY]: Tried to retrieve item ID {0} from prim {1}, {2} for creating an avatar"
+ " inventory item from a prim's inventory item "
+ " but the required item does not exist in the prim's inventory",
itemId, part.Name, part.UUID);
message = "Item not found: " + itemId;
return null;
}
if ((destAgent != taskItem.OwnerID) && ((taskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0))
{
message = "Item doesn't have the Transfer permission.";
return null;
}
InventoryItemBase agentItem = new InventoryItemBase();
agentItem.ID = UUID.Random();
agentItem.CreatorId = taskItem.CreatorID.ToString();
agentItem.CreatorData = taskItem.CreatorData;
agentItem.Owner = destAgent;
agentItem.AssetID = taskItem.AssetID;
agentItem.Description = taskItem.Description;
agentItem.Name = taskItem.Name;
agentItem.AssetType = taskItem.Type;
agentItem.InvType = taskItem.InvType;
agentItem.Flags = taskItem.Flags;
// The code below isn't OK. It doesn't account for flags being changed
// in the object inventory, so it will break when you do it. That
// is the previous behaviour, so no matter at this moment. However, there is a lot
// TODO: Fix this after the inventory fixer exists and has beenr run
if ((part.OwnerID != destAgent) && Permissions.PropagatePermissions())
{
uint perms = taskItem.BasePermissions & taskItem.NextPermissions;
if (taskItem.InvType == (int)InventoryType.Object)
{
PermissionsUtil.ApplyFoldedPermissions(taskItem.CurrentPermissions, ref perms );
perms = PermissionsUtil.FixAndFoldPermissions(perms);
}
else
perms &= taskItem.CurrentPermissions;
// always unlock
perms |= (uint)PermissionMask.Move;
agentItem.BasePermissions = perms;
agentItem.CurrentPermissions = perms;
agentItem.NextPermissions = perms & taskItem.NextPermissions;
agentItem.EveryOnePermissions = perms & taskItem.EveryonePermissions;
agentItem.GroupPermissions = perms & taskItem.GroupPermissions;
agentItem.Flags |= (uint)InventoryItemFlags.ObjectSlamPerm;
agentItem.Flags &= ~(uint)(InventoryItemFlags.ObjectOverwriteBase | InventoryItemFlags.ObjectOverwriteOwner | InventoryItemFlags.ObjectOverwriteGroup | InventoryItemFlags.ObjectOverwriteEveryone | InventoryItemFlags.ObjectOverwriteNextOwner);
}
else
{
agentItem.BasePermissions = taskItem.BasePermissions;
agentItem.CurrentPermissions = taskItem.CurrentPermissions;
agentItem.NextPermissions = taskItem.NextPermissions;
agentItem.EveryOnePermissions = taskItem.EveryonePermissions;
agentItem.GroupPermissions = taskItem.GroupPermissions;
}
message = null;
return agentItem;
}
///
/// If the task item is not-copyable then remove it from the prim.
///
private void RemoveNonCopyTaskItemFromPrim(SceneObjectPart part, UUID itemId)
{
TaskInventoryItem taskItem = part.Inventory.GetInventoryItem(itemId);
if (taskItem == null)
return;
if (!Permissions.BypassPermissions())
{
if ((taskItem.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
{
if (taskItem.Type == (int)AssetType.LSLText)
{
part.RemoveScriptEvents(itemId);
part.ParentGroup.AddActiveScriptCount(-1);
}
part.Inventory.RemoveInventoryItem(itemId);
}
}
}
///
/// Move the given item in the given prim to a folder in the client's inventory
///
///
///
///
///
public InventoryItemBase MoveTaskInventoryItem(IClientAPI remoteClient, UUID folderId, SceneObjectPart part, UUID itemId, out string message)
{
m_log.DebugFormat(
"[PRIM INVENTORY]: Adding item {0} from {1} to folder {2} for {3}",
itemId, part.Name, folderId, remoteClient.Name);
InventoryItemBase agentItem = CreateAgentInventoryItemFromTask(remoteClient.AgentId, part, itemId, out message);
if (agentItem == null)
return null;
agentItem.Folder = folderId;
AddInventoryItem(remoteClient, agentItem);
RemoveNonCopyTaskItemFromPrim(part, itemId);
message = null;
return agentItem;
}
///
/// ClientMoveTaskInventoryItem
///
///
///
///
///
public void ClientMoveTaskInventoryItem(IClientAPI remoteClient, UUID folderId, uint primLocalId, UUID itemId)
{
SceneObjectPart part = GetSceneObjectPart(primLocalId);
// Can't move a null item
if (itemId == UUID.Zero)
return;
if (null == part)
{
m_log.WarnFormat(
"[PRIM INVENTORY]: " +
"Move of inventory item {0} from prim with local id {1} failed because the prim could not be found",
itemId, primLocalId);
return;
}
TaskInventoryItem taskItem = part.Inventory.GetInventoryItem(itemId);
if (null == taskItem)
{
m_log.WarnFormat("[PRIM INVENTORY]: Move of inventory item {0} from prim with local id {1} failed"
+ " because the inventory item could not be found",
itemId, primLocalId);
return;
}
if (!Permissions.CanCopyObjectInventory(itemId, part.UUID, remoteClient.AgentId))
return;
string message;
InventoryItemBase item = MoveTaskInventoryItem(remoteClient, folderId, part, itemId, out message);
if (item == null)
remoteClient.SendAgentAlertMessage(message, false);
}
///
/// MoveTaskInventoryItem
///
///
///
/// The user inventory folder to move (or copy) the item to. If null, then the most
/// suitable system folder is used (e.g. the Objects folder for objects). If there is no suitable folder, then
/// the item is placed in the user's root inventory folder
///
///
///
public InventoryItemBase MoveTaskInventoryItem(UUID avatarId, UUID folderId, SceneObjectPart part, UUID itemId, out string message)
{
ScenePresence avatar;
if (TryGetScenePresence(avatarId, out avatar))
{
return MoveTaskInventoryItem(avatar.ControllingClient, folderId, part, itemId, out message);
}
else
{
InventoryItemBase agentItem = CreateAgentInventoryItemFromTask(avatarId, part, itemId, out message);
if (agentItem == null)
return null;
agentItem.Folder = folderId;
AddInventoryItem(agentItem);
RemoveNonCopyTaskItemFromPrim(part, itemId);
return agentItem;
}
}
///
/// Copy a task (prim) inventory item to another task (prim)
///
/// ID of destination part
/// Source part
/// Source item id to transfer
public void MoveTaskInventoryItem(UUID destId, SceneObjectPart part, UUID itemId)
{
TaskInventoryItem srcTaskItem = part.Inventory.GetInventoryItem(itemId);
if (srcTaskItem == null)
{
m_log.ErrorFormat(
"[PRIM INVENTORY]: Tried to retrieve item ID {0} from prim {1}, {2} for moving"
+ " but the item does not exist in this inventory",
itemId, part.Name, part.UUID);
return;
}
SceneObjectPart destPart = GetSceneObjectPart(destId);
if (destPart == null)
{
m_log.ErrorFormat(
"[PRIM INVENTORY]: " +
"Could not find prim for ID {0}",
destId);
return;
}
if(!Permissions.CanDoObjectInvToObjectInv(srcTaskItem, part, destPart))
return;
TaskInventoryItem destTaskItem = new TaskInventoryItem();
destTaskItem.ItemID = UUID.Random();
destTaskItem.CreatorID = srcTaskItem.CreatorID;
destTaskItem.CreatorData = srcTaskItem.CreatorData;
destTaskItem.AssetID = srcTaskItem.AssetID;
destTaskItem.GroupID = destPart.GroupID;
destTaskItem.OwnerID = destPart.OwnerID;
destTaskItem.ParentID = destPart.UUID;
destTaskItem.ParentPartID = destPart.UUID;
destTaskItem.BasePermissions = srcTaskItem.BasePermissions;
destTaskItem.EveryonePermissions = srcTaskItem.EveryonePermissions;
destTaskItem.GroupPermissions = srcTaskItem.GroupPermissions;
destTaskItem.CurrentPermissions = srcTaskItem.CurrentPermissions;
destTaskItem.NextPermissions = srcTaskItem.NextPermissions;
destTaskItem.Flags = srcTaskItem.Flags;
if (destPart.OwnerID != part.OwnerID)
{
if (Permissions.PropagatePermissions())
{
destTaskItem.CurrentPermissions = srcTaskItem.CurrentPermissions &
(srcTaskItem.NextPermissions | (uint)PermissionMask.Move);
destTaskItem.GroupPermissions = srcTaskItem.GroupPermissions &
(srcTaskItem.NextPermissions | (uint)PermissionMask.Move);
destTaskItem.EveryonePermissions = srcTaskItem.EveryonePermissions &
(srcTaskItem.NextPermissions | (uint)PermissionMask.Move);
destTaskItem.BasePermissions = srcTaskItem.BasePermissions &
(srcTaskItem.NextPermissions | (uint)PermissionMask.Move);
destTaskItem.Flags |= (uint)InventoryItemFlags.ObjectSlamPerm;
}
}
destTaskItem.Description = srcTaskItem.Description;
destTaskItem.Name = srcTaskItem.Name;
destTaskItem.InvType = srcTaskItem.InvType;
destTaskItem.Type = srcTaskItem.Type;
destPart.Inventory.AddInventoryItem(destTaskItem, part.OwnerID != destPart.OwnerID);
if ((srcTaskItem.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
{
part.Inventory.RemoveInventoryItem(itemId);
}
ScenePresence avatar;
if (TryGetScenePresence(srcTaskItem.OwnerID, out avatar))
{
destPart.SendPropertiesToClient(avatar.ControllingClient);
}
}
public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List items)
{
ScenePresence avatar;
IClientAPI remoteClient = null;
if (TryGetScenePresence(destID, out avatar))
remoteClient = avatar.ControllingClient;
// ????
SceneObjectPart destPart = GetSceneObjectPart(destID);
if (destPart != null) // Move into a prim
{
foreach(UUID itemID in items)
MoveTaskInventoryItem(destID, host, itemID);
return destID; // Prim folder ID == prim ID
}
// /????
InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID);
UUID newFolderID = UUID.Random();
InventoryFolderBase newFolder = new InventoryFolderBase(newFolderID, category, destID, -1, rootFolder.ID, rootFolder.Version);
InventoryService.AddFolder(newFolder);
foreach (UUID itemID in items)
{
string message;
InventoryItemBase agentItem = CreateAgentInventoryItemFromTask(destID, host, itemID, out message);
if (agentItem != null)
{
agentItem.Folder = newFolderID;
AddInventoryItem(agentItem);
RemoveNonCopyTaskItemFromPrim(host, itemID);
}
else
{
if (remoteClient != null)
remoteClient.SendAgentAlertMessage(message, false);
}
}
if (remoteClient != null)
{
SendInventoryUpdate(remoteClient, rootFolder, true, false);
SendInventoryUpdate(remoteClient, newFolder, false, true);
}
return newFolderID;
}
public void SendInventoryUpdate(IClientAPI client, InventoryFolderBase folder, bool fetchFolders, bool fetchItems)
{
if (folder == null)
return;
// TODO: This code for looking in the folder for the library should be folded somewhere else
// so that this class doesn't have to know the details (and so that multiple libraries, etc.
// can be handled transparently).
InventoryFolderImpl fold = null;
if (LibraryService != null && LibraryService.LibraryRootFolder != null)
{
if ((fold = LibraryService.LibraryRootFolder.FindFolder(folder.ID)) != null)
{
client.SendInventoryFolderDetails(
fold.Owner, folder.ID, fold.RequestListOfItems(),
fold.RequestListOfFolders(), fold.Version, fetchFolders, fetchItems);
return;
}
}
// Fetch the folder contents
InventoryCollection contents = InventoryService.GetFolderContent(client.AgentId, folder.ID);
// Fetch the folder itself to get its current version
InventoryFolderBase containingFolder = InventoryService.GetFolder(client.AgentId, folder.ID);
// m_log.DebugFormat("[AGENT INVENTORY]: Sending inventory folder contents ({0} nodes) for \"{1}\" to {2} {3}",
// contents.Folders.Count + contents.Items.Count, containingFolder.Name, client.FirstName, client.LastName);
if (containingFolder != null)
{
// If the folder requested contains links, then we need to send those folders first, otherwise the links
// will be broken in the viewer.
HashSet linkedItemFolderIdsToSend = new HashSet();
foreach (InventoryItemBase item in contents.Items)
{
if (item.AssetType == (int)AssetType.Link)
{
InventoryItemBase linkedItem = InventoryService.GetItem(client.AgentId, item.AssetID);
// Take care of genuinely broken links where the target doesn't exist
// HACK: Also, don't follow up links that just point to other links. In theory this is legitimate,
// but no viewer has been observed to set these up and this is the lazy way of avoiding cycles
// rather than having to keep track of every folder requested in the recursion.
if (linkedItem != null && linkedItem.AssetType != (int)AssetType.Link)
{
// We don't need to send the folder if source and destination of the link are in the same
// folder.
if (linkedItem.Folder != containingFolder.ID)
linkedItemFolderIdsToSend.Add(linkedItem.Folder);
}
}
}
foreach (UUID linkedItemFolderId in linkedItemFolderIdsToSend)
SendInventoryUpdate(client, new InventoryFolderBase(linkedItemFolderId), false, true);
client.SendInventoryFolderDetails(
client.AgentId, folder.ID, contents.Items, contents.Folders,
containingFolder.Version, fetchFolders, fetchItems);
}
}
///
/// Update an item in a prim (task) inventory.
/// This method does not handle scripts, RezScript(IClientAPI, UUID, unit)
///
///
///
///
///
public void UpdateTaskInventory(IClientAPI remoteClient, UUID transactionID, TaskInventoryItem itemInfo,
uint primLocalID)
{
UUID itemID = itemInfo.ItemID;
if (itemID == UUID.Zero)
{
m_log.ErrorFormat(
"[PRIM INVENTORY]: UpdateTaskInventory called with item ID Zero on update for {1}!",
remoteClient.Name);
return;
}
// Find the prim we're dealing with
SceneObjectPart part = GetSceneObjectPart(primLocalID);
if(part == null)
{
m_log.WarnFormat(
"[PRIM INVENTORY]: " +
"Update with item {0} requested of prim {1} for {2} but this prim does not exist",
itemID, primLocalID, remoteClient.Name);
return;
}
TaskInventoryItem currentItem = part.Inventory.GetInventoryItem(itemID);
if (currentItem == null)
{
InventoryItemBase item = InventoryService.GetItem(remoteClient.AgentId, itemID);
// if not found Try library
if (item == null && LibraryService != null && LibraryService.LibraryRootFolder != null)
item = LibraryService.LibraryRootFolder.FindItem(itemID);
if(item == null)
{
m_log.ErrorFormat(
"[PRIM INVENTORY]: Could not find inventory item {0} to update for {1}!",
itemID, remoteClient.Name);
return;
}
if (!Permissions.CanDropInObjectInv(item, remoteClient, part))
return;
UUID copyID = UUID.Random();
bool modrights = Permissions.CanEditObject(part.ParentGroup, remoteClient);
part.ParentGroup.AddInventoryItem(remoteClient.AgentId, primLocalID, item, copyID, modrights);
//// m_log.InfoFormat(
//// "[PRIM INVENTORY]: Update with item {0} requested of prim {1} for {2}",
//// item.Name, primLocalID, remoteClient.Name);
part.SendPropertiesToClient(remoteClient);
if (!Permissions.BypassPermissions())
{
if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
{
List uuids = new List();
uuids.Add(itemID);
RemoveInventoryItem(remoteClient, uuids);
}
}
}
else // Updating existing item with new perms etc
{
// m_log.DebugFormat(
// "[PRIM INVENTORY]: Updating item {0} in {1} for UpdateTaskInventory()",
// currentItem.Name, part.Name);
if (!Permissions.CanEditObjectInventory(part.UUID, remoteClient.AgentId))
return;
// Only look for an uploaded updated asset if we are passed a transaction ID. This is only the
// case for updates uploded through UDP. Updates uploaded via a capability (e.g. a script update)
// will not pass in a transaction ID in the update message.
if (transactionID != UUID.Zero && AgentTransactionsModule != null)
{
AgentTransactionsModule.HandleTaskItemUpdateFromTransaction(
remoteClient, part, transactionID, currentItem);
// if ((InventoryType)itemInfo.InvType == InventoryType.Notecard)
// remoteClient.SendAgentAlertMessage("Notecard saved", false);
// else if ((InventoryType)itemInfo.InvType == InventoryType.LSL)
// remoteClient.SendAgentAlertMessage("Script saved", false);
// else
// remoteClient.SendAgentAlertMessage("Item saved", false);
}
// Base ALWAYS has move
currentItem.BasePermissions |= (uint)PermissionMask.Move;
itemInfo.Flags = currentItem.Flags;
// Check if we're allowed to mess with permissions
if (!Permissions.IsGod(remoteClient.AgentId)) // Not a god
{
bool noChange;
if (remoteClient.AgentId != part.OwnerID) // Not owner
{
noChange = true;
if(itemInfo.OwnerID == UUID.Zero && itemInfo.GroupID != UUID.Zero)
{
if(remoteClient.IsGroupMember(itemInfo.GroupID))
{
ulong powers = remoteClient.GetGroupPowers(itemInfo.GroupID);
if((powers & (ulong)GroupPowers.ObjectManipulate) != 0)
noChange = false;
}
}
}
else
noChange = false;
if(noChange)
{
// Friends and group members can't change any perms
itemInfo.BasePermissions = currentItem.BasePermissions;
itemInfo.EveryonePermissions = currentItem.EveryonePermissions;
itemInfo.GroupPermissions = currentItem.GroupPermissions;
itemInfo.NextPermissions = currentItem.NextPermissions;
itemInfo.CurrentPermissions = currentItem.CurrentPermissions;
}
else
{
// Owner can't change base, and can change other
// only up to base
itemInfo.BasePermissions = currentItem.BasePermissions;
if (itemInfo.EveryonePermissions != currentItem.EveryonePermissions)
itemInfo.Flags |= (uint)InventoryItemFlags.ObjectOverwriteEveryone;
if (itemInfo.GroupPermissions != currentItem.GroupPermissions)
itemInfo.Flags |= (uint)InventoryItemFlags.ObjectOverwriteGroup;
if (itemInfo.CurrentPermissions != currentItem.CurrentPermissions)
itemInfo.Flags |= (uint)InventoryItemFlags.ObjectOverwriteOwner;
if (itemInfo.NextPermissions != currentItem.NextPermissions)
itemInfo.Flags |= (uint)InventoryItemFlags.ObjectOverwriteNextOwner;
itemInfo.EveryonePermissions &= currentItem.BasePermissions;
itemInfo.GroupPermissions &= currentItem.BasePermissions;
itemInfo.CurrentPermissions &= currentItem.BasePermissions;
itemInfo.NextPermissions &= currentItem.BasePermissions;
}
}
else
{
if (itemInfo.BasePermissions != currentItem.BasePermissions)
itemInfo.Flags |= (uint)InventoryItemFlags.ObjectOverwriteBase;
if (itemInfo.EveryonePermissions != currentItem.EveryonePermissions)
itemInfo.Flags |= (uint)InventoryItemFlags.ObjectOverwriteEveryone;
if (itemInfo.GroupPermissions != currentItem.GroupPermissions)
itemInfo.Flags |= (uint)InventoryItemFlags.ObjectOverwriteGroup;
if (itemInfo.CurrentPermissions != currentItem.CurrentPermissions)
itemInfo.Flags |= (uint)InventoryItemFlags.ObjectOverwriteOwner;
if (itemInfo.NextPermissions != currentItem.NextPermissions)
itemInfo.Flags |= (uint)InventoryItemFlags.ObjectOverwriteNextOwner;
}
// Next ALWAYS has move
itemInfo.NextPermissions |= (uint)PermissionMask.Move;
if (part.Inventory.UpdateInventoryItem(itemInfo))
{
part.SendPropertiesToClient(remoteClient);
}
}
}
///
/// Rez a script into a prim's inventory, either ex nihilo or from an existing avatar inventory
///
///
///
///
///
public void RezScript(IClientAPI remoteClient, InventoryItemBase itemBase, UUID transactionID, uint localID)
{
SceneObjectPart partWhereRezzed;
if (itemBase.ID != UUID.Zero)
partWhereRezzed = RezScriptFromAgentInventory(remoteClient.AgentId, itemBase.ID, localID);
else
partWhereRezzed = RezNewScript(remoteClient.AgentId, itemBase);
if (partWhereRezzed != null)
partWhereRezzed.SendPropertiesToClient(remoteClient);
}
///
/// Rez a script into a prim from an agent inventory.
///
///
///
///
/// The part where the script was rezzed if successful. False otherwise.
public SceneObjectPart RezScriptFromAgentInventory(UUID agentID, UUID fromItemID, uint localID)
{
UUID copyID = UUID.Random();
InventoryItemBase item = InventoryService.GetItem(agentID, fromItemID);
// Try library
// XXX clumsy, possibly should be one call
if (null == item && LibraryService != null && LibraryService.LibraryRootFolder != null)
{
item = LibraryService.LibraryRootFolder.FindItem(fromItemID);
}
if (item != null)
{
SceneObjectPart part = GetSceneObjectPart(localID);
if (part != null)
{
if (!Permissions.CanEditObjectInventory(part.UUID, agentID))
return null;
part.ParentGroup.AddInventoryItem(agentID, localID, item, copyID);
// TODO: switch to posting on_rez here when scripts
// have state in inventory
part.Inventory.CreateScriptInstance(copyID, 0, false, DefaultScriptEngine, 0);
// tell anyone watching that there is a new script in town
EventManager.TriggerNewScript(agentID, part, copyID);
// m_log.InfoFormat("[PRIMINVENTORY]: " +
// "Rezzed script {0} into prim local ID {1} for user {2}",
// item.inventoryName, localID, remoteClient.Name);
part.ParentGroup.ResumeScripts();
return part;
}
else
{
m_log.ErrorFormat(
"[PRIM INVENTORY]: " +
"Could not rez script {0} into prim local ID {1} for user {2}"
+ " because the prim could not be found in the region!",
item.Name, localID, agentID);
}
}
else
{
m_log.ErrorFormat(
"[PRIM INVENTORY]: Could not find script inventory item {0} to rez for {1}!",
fromItemID, agentID);
}
return null;
}
///
/// Rez a new script from nothing.
///
///
///
/// The part where the script was rezzed if successful. False otherwise.
public SceneObjectPart RezNewScript(UUID agentID, InventoryItemBase itemBase)
{
return RezNewScript(
agentID,
itemBase,
"default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n}");
}
///
/// Rez a new script from nothing with given script text.
///
///
/// Template item.
///
/// The part where the script was rezzed if successful. False otherwise.
public SceneObjectPart RezNewScript(UUID agentID, InventoryItemBase itemBase, string scriptText)
{
// The part ID is the folder ID!
SceneObjectPart part = GetSceneObjectPart(itemBase.Folder);
if (part == null)
{
// m_log.DebugFormat(
// "[SCENE INVENTORY]: Could not find part with id {0} for {1} to rez new script",
// itemBase.Folder, agentID);
return null;
}
if (!Permissions.CanCreateObjectInventory(itemBase.InvType, part.UUID, agentID))
{
// m_log.DebugFormat(
// "[SCENE INVENTORY]: No permission to create new script in {0} for {1}", part.Name, agentID);
return null;
}
AssetBase asset
= CreateAsset(
itemBase.Name,
itemBase.Description,
(sbyte)itemBase.AssetType,
Encoding.ASCII.GetBytes(scriptText),
agentID);
AssetService.Store(asset);
TaskInventoryItem taskItem = new TaskInventoryItem();
taskItem.ResetIDs(itemBase.Folder);
taskItem.ParentID = itemBase.Folder;
taskItem.CreationDate = (uint)itemBase.CreationDate;
taskItem.Name = itemBase.Name;
taskItem.Description = itemBase.Description;
taskItem.Type = itemBase.AssetType;
taskItem.InvType = itemBase.InvType;
taskItem.OwnerID = itemBase.Owner;
taskItem.CreatorID = itemBase.CreatorIdAsUuid;
taskItem.BasePermissions = itemBase.BasePermissions;
taskItem.CurrentPermissions = itemBase.CurrentPermissions;
taskItem.EveryonePermissions = itemBase.EveryOnePermissions;
taskItem.GroupPermissions = itemBase.GroupPermissions;
taskItem.NextPermissions = itemBase.NextPermissions;
taskItem.GroupID = itemBase.GroupID;
taskItem.GroupPermissions = 0;
taskItem.Flags = itemBase.Flags;
taskItem.PermsGranter = UUID.Zero;
taskItem.PermsMask = 0;
taskItem.AssetID = asset.FullID;
part.Inventory.AddInventoryItem(taskItem, false);
part.Inventory.CreateScriptInstance(taskItem, 0, false, DefaultScriptEngine, 0);
part.ParentGroup.InvalidateEffectivePerms();
// tell anyone managing scripts that a new script exists
EventManager.TriggerNewScript(agentID, part, taskItem.ItemID);
part.ParentGroup.ResumeScripts();
return part;
}
///
/// Rez a script into a prim's inventory from another prim
///
///
///
///
///
///
///
public void RezScriptFromPrim(UUID srcId, SceneObjectPart srcPart, UUID destId, int pin, int running, int start_param)
{
TaskInventoryItem srcTaskItem = srcPart.Inventory.GetInventoryItem(srcId);
if (srcTaskItem == null)
{
m_log.ErrorFormat(
"[PRIM INVENTORY]: Tried to retrieve item ID {0} from prim {1}, {2} for rezzing a script but the "
+ " item does not exist in this inventory",
srcId, srcPart.Name, srcPart.UUID);
return;
}
SceneObjectPart destPart = GetSceneObjectPart(destId);
if (destPart == null)
{
m_log.ErrorFormat(
"[PRIM INVENTORY]: Could not find part {0} to insert script item {1} from {2} {3} in {4}",
destId, srcId, srcPart.Name, srcPart.UUID, Name);
return;
}
// Must own the object, and have modify rights
if (srcPart.OwnerID != destPart.OwnerID)
{
// Group permissions
if ((destPart.GroupID == UUID.Zero) || (destPart.GroupID != srcPart.GroupID) ||
((destPart.GroupMask & (uint)PermissionMask.Modify) == 0))
return;
}
else
{
if ((destPart.OwnerMask & (uint)PermissionMask.Modify) == 0)
return;
}
if (destPart.ScriptAccessPin == 0 || destPart.ScriptAccessPin != pin)
{
m_log.WarnFormat(
"[PRIM INVENTORY]: " +
"Script in object {0} : {1}, attempted to load script {2} : {3} into object {4} : {5} with invalid pin {6}",
srcPart.Name, srcId, srcTaskItem.Name, srcTaskItem.ItemID, destPart.Name, destId, pin);
// the LSL Wiki says we are supposed to shout on the DEBUG_CHANNEL -
// "Object: Task Object trying to illegally load script onto task Other_Object!"
// How do we shout from in here?
return;
}
TaskInventoryItem destTaskItem = new TaskInventoryItem();
destTaskItem.ItemID = UUID.Random();
destTaskItem.CreatorID = srcTaskItem.CreatorID;
destTaskItem.CreatorData = srcTaskItem.CreatorData;
destTaskItem.AssetID = srcTaskItem.AssetID;
destTaskItem.GroupID = destPart.GroupID;
destTaskItem.OwnerID = destPart.OwnerID;
destTaskItem.ParentID = destPart.UUID;
destTaskItem.ParentPartID = destPart.UUID;
destTaskItem.BasePermissions = srcTaskItem.BasePermissions;
destTaskItem.EveryonePermissions = srcTaskItem.EveryonePermissions;
destTaskItem.GroupPermissions = srcTaskItem.GroupPermissions;
destTaskItem.CurrentPermissions = srcTaskItem.CurrentPermissions;
destTaskItem.NextPermissions = srcTaskItem.NextPermissions;
destTaskItem.Flags = srcTaskItem.Flags;
if (destPart.OwnerID != srcPart.OwnerID)
{
if (Permissions.PropagatePermissions())
{
destTaskItem.CurrentPermissions = srcTaskItem.CurrentPermissions &
srcTaskItem.NextPermissions;
destTaskItem.GroupPermissions = srcTaskItem.GroupPermissions &
srcTaskItem.NextPermissions;
destTaskItem.EveryonePermissions = srcTaskItem.EveryonePermissions &
srcTaskItem.NextPermissions;
destTaskItem.BasePermissions = srcTaskItem.BasePermissions &
srcTaskItem.NextPermissions;
destTaskItem.Flags |= (uint)InventoryItemFlags.ObjectSlamPerm;
}
}
destTaskItem.Description = srcTaskItem.Description;
destTaskItem.Name = srcTaskItem.Name;
destTaskItem.InvType = srcTaskItem.InvType;
destTaskItem.Type = srcTaskItem.Type;
destPart.Inventory.AddInventoryItemExclusive(destTaskItem, false);
if (running > 0)
{
destPart.Inventory.CreateScriptInstance(destTaskItem, start_param, false, DefaultScriptEngine, 0);
}
destPart.ParentGroup.ResumeScripts();
ScenePresence avatar;
if (TryGetScenePresence(srcTaskItem.OwnerID, out avatar))
{
destPart.SendPropertiesToClient(avatar.ControllingClient);
}
}
///
/// Derez one or more objects from the scene.
///
///
/// Won't actually remove the scene object in the case where the object is being copied to a user inventory.
///
/// Client requesting derez
/// Local ids of root parts of objects to delete.
/// Not currently used. Here because the client passes this to us.
/// DeRezAction
/// User folder ID to place derezzed object
public virtual void DeRezObjects(
IClientAPI remoteClient, List localIDs, UUID groupID, DeRezAction action, UUID destinationID, bool AddToReturns = true)
{
// First, see of we can perform the requested action and
// build a list of eligible objects
List deleteIDs = new List();
List deleteGroups = new List();
List takeGroups = new List();
List takeDeleteGroups = new List();
ScenePresence sp = null;
if(remoteClient != null)
sp = remoteClient.SceneAgent as ScenePresence;
else if(action != DeRezAction.Return)
return; // only Return can be called without a client
// Start with true for both, then remove the flags if objects
// that we can't derez are part of the selection
bool permissionToTake = true;
bool permissionToTakeCopy = true;
bool permissionToDelete = true;
foreach (uint localID in localIDs)
{
// Invalid id
SceneObjectPart part = GetSceneObjectPart(localID);
if (part == null)
{
//Client still thinks the object exists, kill it
deleteIDs.Add(localID);
continue;
}
// Already deleted by someone else
if (part.ParentGroup.IsDeleted)
{
//Client still thinks the object exists, kill it
deleteIDs.Add(localID);
continue;
}
// Can't delete child prims
if (part != part.ParentGroup.RootPart)
continue;
SceneObjectGroup grp = part.ParentGroup;
if (grp.IsAttachment)
continue;
// If child prims have invalid perms, fix them
grp.AdjustChildPrimPermissions(false);
if (remoteClient == null)
{
// Autoreturn has a null client. Nothing else does. So
// allow only returns
if (action != DeRezAction.Return)
{
m_log.WarnFormat(
"[AGENT INVENTORY]: Ignoring attempt to {0} {1} {2} without a client",
action, grp.Name, grp.UUID);
return;
}
permissionToTakeCopy = false;
}
else
{
if (action == DeRezAction.TakeCopy)
{
if (!Permissions.CanTakeCopyObject(grp, sp))
permissionToTakeCopy = false;
}
else
{
permissionToTakeCopy = false;
}
if (!Permissions.CanTakeObject(grp, sp))
permissionToTake = false;
if (!Permissions.CanDeleteObject(grp, remoteClient))
permissionToDelete = false;
}
// Handle god perms
if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId))
{
permissionToTake = true;
permissionToTakeCopy = true;
permissionToDelete = true;
}
// If we're re-saving, we don't even want to delete
if (action == DeRezAction.SaveToExistingUserInventoryItem)
permissionToDelete = false;
// if we want to take a copy, we also don't want to delete
// Note: after this point, the permissionToTakeCopy flag
// becomes irrelevant. It already includes the permissionToTake
// permission and after excluding no copy items here, we can
// just use that.
if (action == DeRezAction.TakeCopy)
{
// If we don't have permission, stop right here
if (!permissionToTakeCopy)
{
remoteClient.SendAlertMessage("You don't have permission to take the object");
return;
}
permissionToTake = true;
// Don't delete
permissionToDelete = false;
}
if (action == DeRezAction.Return)
{
if (remoteClient != null)
{
if (Permissions.CanReturnObjects(
null,
remoteClient,
new List() {grp}))
{
permissionToTake = true;
permissionToDelete = true;
if(AddToReturns)
AddReturn(grp.OwnerID == grp.GroupID ? grp.LastOwnerID : grp.OwnerID, grp.Name, grp.AbsolutePosition,
"parcel owner return");
}
}
else // Auto return passes through here with null agent
{
permissionToTake = true;
permissionToDelete = true;
}
}
if (permissionToDelete)
{
if (permissionToTake)
takeDeleteGroups.Add(grp);
else
deleteGroups.Add(grp);
deleteIDs.Add(grp.LocalId);
}
else if(permissionToTake)
takeGroups.Add(grp);
}
SendKillObject(deleteIDs);
if (takeDeleteGroups.Count > 0)
{
m_asyncSceneObjectDeleter.DeleteToInventory(
action, destinationID, takeDeleteGroups, remoteClient,
true);
}
if (takeGroups.Count > 0)
{
m_asyncSceneObjectDeleter.DeleteToInventory(
action, destinationID, takeGroups, remoteClient,
false);
}
if (deleteGroups.Count > 0)
{
foreach (SceneObjectGroup g in deleteGroups)
DeleteSceneObject(g, true);
}
}
public UUID attachObjectAssetStore(IClientAPI remoteClient, SceneObjectGroup grp, UUID AgentId, out UUID itemID)
{
itemID = UUID.Zero;
if (grp != null)
{
Vector3 inventoryStoredPosition = new Vector3(
Math.Min(grp.AbsolutePosition.X, RegionInfo.RegionSizeX - 6),
Math.Min(grp.AbsolutePosition.Y, RegionInfo.RegionSizeY - 6),
grp.AbsolutePosition.Z);
Vector3 originalPosition = grp.AbsolutePosition;
grp.AbsolutePosition = inventoryStoredPosition;
string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp);
grp.AbsolutePosition = originalPosition;
AssetBase asset = CreateAsset(
grp.GetPartName(grp.LocalId),
grp.GetPartDescription(grp.LocalId),
(sbyte)AssetType.Object,
Utils.StringToBytes(sceneObjectXml),
remoteClient.AgentId);
AssetService.Store(asset);
InventoryItemBase item = new InventoryItemBase();
item.CreatorId = grp.RootPart.CreatorID.ToString();
item.CreatorData = grp.RootPart.CreatorData;
item.Owner = remoteClient.AgentId;
item.ID = UUID.Random();
item.AssetID = asset.FullID;
item.Description = asset.Description;
item.Name = asset.Name;
item.AssetType = asset.Type;
item.InvType = (int)InventoryType.Object;
InventoryFolderBase folder = InventoryService.GetFolderForType(remoteClient.AgentId, FolderType.Object);
if (folder != null)
item.Folder = folder.ID;
else // oopsies
item.Folder = UUID.Zero;
// Set up base perms properly
uint permsBase = (uint)(PermissionMask.Move | PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify);
permsBase &= grp.RootPart.BaseMask;
permsBase |= (uint)PermissionMask.Move;
// Make sure we don't lock it
grp.RootPart.NextOwnerMask |= (uint)PermissionMask.Move;
if ((remoteClient.AgentId != grp.RootPart.OwnerID) && Permissions.PropagatePermissions())
{
item.BasePermissions = permsBase & grp.RootPart.NextOwnerMask;
item.CurrentPermissions = permsBase & grp.RootPart.NextOwnerMask;
item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask & grp.RootPart.NextOwnerMask;
item.GroupPermissions = permsBase & grp.RootPart.GroupMask & grp.RootPart.NextOwnerMask;
}
else
{
item.BasePermissions = permsBase;
item.CurrentPermissions = permsBase & grp.RootPart.OwnerMask;
item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask;
item.GroupPermissions = permsBase & grp.RootPart.GroupMask;
}
item.CreationDate = Util.UnixTimeSinceEpoch();
// sets itemID so client can show item as 'attached' in inventory
grp.FromItemID = item.ID;
if (AddInventoryItem(item))
remoteClient.SendInventoryItemCreateUpdate(item, 0);
else
m_dialogModule.SendAlertToUser(remoteClient, "Operation failed");
itemID = item.ID;
return item.AssetID;
}
return UUID.Zero;
}
///
/// Returns the list of Scene Objects in an asset.
///
///
/// Returns one object if the asset is a regular object, and multiple objects for a coalesced object.
///
/// Asset data
/// True if the object is an attachment.
/// The objects included in the asset
/// Relative positions of the objects
/// Bounding box of all the objects
/// Offset in the Z axis from the centre of the bounding box
/// to the centre of the root prim (relevant only when returning a single object)
///
/// true if returning a single object or deserialization fails, false if returning the coalesced
/// list of objects
///
public bool GetObjectsToRez(
byte[] assetData, bool isAttachment, out List objlist, out List veclist,
out Vector3 bbox, out float offsetHeight)
{
objlist = new List();
veclist = new List();
bbox = Vector3.Zero;
offsetHeight = 0;
string xmlData = ExternalRepresentationUtils.SanitizeXml(Utils.BytesToString(assetData));
try
{
using (XmlTextReader wrappedReader = new XmlTextReader(xmlData, XmlNodeType.Element, null))
{
using (XmlReader reader = XmlReader.Create(wrappedReader, new XmlReaderSettings() { IgnoreWhitespace = true, ConformanceLevel = ConformanceLevel.Fragment, ProhibitDtd = true }))
{
reader.Read();
bool isSingleObject = reader.Name != "CoalescedObject";
if (isSingleObject || isAttachment)
{
SceneObjectGroup g;
try
{
g = SceneObjectSerializer.FromOriginalXmlFormat(reader);
}
catch (Exception e)
{
m_log.Error("[AGENT INVENTORY]: Deserialization of xml failed ", e);
Util.LogFailedXML("[AGENT INVENTORY]:", xmlData);
g = null;
}
if (g != null)
{
objlist.Add(g);
veclist.Add(Vector3.Zero);
bbox = g.GetAxisAlignedBoundingBox(out offsetHeight);
}
return true;
}
else
{
XmlDocument doc = new XmlDocument();
doc.XmlResolver=null;
doc.LoadXml(xmlData);
XmlElement e = (XmlElement)doc.SelectSingleNode("/CoalescedObject");
XmlElement coll = (XmlElement)e;
float bx = Convert.ToSingle(coll.GetAttribute("x"));
float by = Convert.ToSingle(coll.GetAttribute("y"));
float bz = Convert.ToSingle(coll.GetAttribute("z"));
bbox = new Vector3(bx, by, bz);
offsetHeight = 0;
XmlNodeList groups = e.SelectNodes("SceneObjectGroup");
foreach (XmlNode n in groups)
{
SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(n.OuterXml);
if (g != null)
{
objlist.Add(g);
XmlElement el = (XmlElement)n;
string rawX = el.GetAttribute("offsetx");
string rawY = el.GetAttribute("offsety");
string rawZ = el.GetAttribute("offsetz");
float x = Convert.ToSingle(rawX);
float y = Convert.ToSingle(rawY);
float z = Convert.ToSingle(rawZ);
veclist.Add(new Vector3(x, y, z));
}
}
return false;
}
}
}
}
catch (Exception e)
{
m_log.Error("[AGENT INVENTORY]: Deserialization of xml failed when looking for CoalescedObject tag ", e);
Util.LogFailedXML("[AGENT INVENTORY]:", xmlData);
}
return true;
}
///
/// Event Handler Rez an object into a scene
/// Calls the non-void event handler
///
///
///
///
///
///
///
///
///
///
///
///
///
///
public virtual void RezObject(IClientAPI remoteClient, UUID itemID, UUID rezGroupID,
Vector3 RayEnd, Vector3 RayStart,
UUID RayTargetID, byte BypassRayCast, bool RayEndIsIntersection,
bool RezSelected, bool RemoveItem, UUID fromTaskID)
{
// m_log.DebugFormat(
// "[PRIM INVENTORY]: RezObject from {0} for item {1} from task id {2}",
// remoteClient.Name, itemID, fromTaskID);
if (fromTaskID == UUID.Zero)
{
IInventoryAccessModule invAccess = RequestModuleInterface();
if (invAccess != null)
invAccess.RezObject(
remoteClient, itemID, rezGroupID, RayEnd, RayStart, RayTargetID, BypassRayCast, RayEndIsIntersection,
RezSelected, RemoveItem, fromTaskID, false);
}
else
{
SceneObjectPart part = GetSceneObjectPart(fromTaskID);
if (part == null)
{
m_log.ErrorFormat(
"[TASK INVENTORY]: {0} tried to rez item id {1} from object id {2} but there is no such scene object",
remoteClient.Name, itemID, fromTaskID);
return;
}
TaskInventoryItem item = part.Inventory.GetInventoryItem(itemID);
if (item == null)
{
m_log.ErrorFormat(
"[TASK INVENTORY]: {0} tried to rez item id {1} from object id {2} but there is no such item",
remoteClient.Name, itemID, fromTaskID);
return;
}
byte bRayEndIsIntersection = (byte)(RayEndIsIntersection ? 1 : 0);
Vector3 scale = new Vector3(0.5f, 0.5f, 0.5f);
Vector3 pos = GetNewRezLocation(
RayStart, RayEnd, RayTargetID, Quaternion.Identity,
BypassRayCast, bRayEndIsIntersection, true, scale, false);
RezObject(part, item, pos, null, Vector3.Zero, 0, false);
}
}
///
/// Rez an object into the scene from a prim's inventory.
///
///
///
/// The position of the rezzed object.
/// The rotation of the rezzed object. If null, then the rotation stored with the object
/// will be used if it exists.
/// The velocity of the rezzed object.
///
/// The SceneObjectGroup(s) rezzed, or null if rez was unsuccessful
public virtual List RezObject(
SceneObjectPart sourcePart, TaskInventoryItem item, Vector3 pos, Quaternion? rot, Vector3 vel, int param, bool atRoot)
{
if (null == item)
return null;
List objlist;
List veclist;
Vector3 bbox;
float offsetHeight;
bool success = sourcePart.Inventory.GetRezReadySceneObjects(item, out objlist, out veclist,out bbox, out offsetHeight);
if (!success)
return null;
int totalPrims = 0;
foreach (SceneObjectGroup group in objlist)
totalPrims += group.PrimCount;
if (!Permissions.CanRezObject(totalPrims, item.OwnerID, pos))
return null;
if (!Permissions.BypassPermissions())
{
if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
sourcePart.Inventory.RemoveInventoryItem(item.ItemID);
}
SceneObjectGroup sog;
bool fixrot = false;
Quaternion netRot = Quaternion.Identity;
// position adjust
if (totalPrims > 1) // nothing to do on a single prim
{
if (objlist.Count == 1)
{
// current object position is root position
if(!atRoot)
{
sog = objlist[0];
Quaternion orot;
if (rot == null)
orot = sog.RootPart.GetWorldRotation();
else
orot = rot.Value;
// possible should be bbox, but geometric center looks better
Vector3 off = sog.GetGeometricCenter();
// Vector3 off = bbox * 0.5f;
off *= orot;
pos -= off;
}
}
else
{
//veclist[] are relative to bbox corner with min X,Y and Z
// rez at root, and rot will be referenced to first object in list
if (rot == null)
{
// use original rotations
if (atRoot)
pos -= veclist[0];
else
pos -= bbox / 2;
}
else
{
fixrot = true;
sog = objlist[0];
netRot = Quaternion.Conjugate(sog.RootPart.GetWorldRotation());
netRot = netRot * rot.Value;
Vector3 off;
if (atRoot)
off = veclist[0];
else
off = bbox / 2;
off *= netRot;
pos -= off;
}
}
}
for (int i = 0; i < objlist.Count; i++)
{
SceneObjectGroup group = objlist[i];
Vector3 curpos;
if(fixrot)
curpos = pos + veclist[i] * netRot;
else
curpos = pos + veclist[i];
if (group.IsAttachment == false && group.RootPart.Shape.State != 0)
{
group.RootPart.AttachedPos = group.AbsolutePosition;
group.RootPart.Shape.LastAttachPoint = (byte)group.AttachmentPoint;
}
group.RezzerID = sourcePart.UUID;
if( i == 0)
AddNewSceneObject(group, true, curpos, rot, vel);
else
{
Quaternion crot = objlist[i].RootPart.GetWorldRotation();
if (fixrot)
{
crot *= netRot;
}
AddNewSceneObject(group, true, curpos, crot, vel);
}
// We can only call this after adding the scene object, since the scene object references the scene
// to find out if scripts should be activated at all.
group.InvalidateEffectivePerms();
group.CreateScriptInstances(param, true, DefaultScriptEngine, 3);
group.ScheduleGroupForFullUpdate();
}
return objlist;
}
public virtual bool returnObjects(SceneObjectGroup[] returnobjects,
IClientAPI client)
{
List localIDs = new List();
foreach (SceneObjectGroup grp in returnobjects)
{
AddReturn(grp.OwnerID, grp.Name, grp.AbsolutePosition,
"parcel owner return");
localIDs.Add(grp.RootPart.LocalId);
}
DeRezObjects(client, localIDs, UUID.Zero, DeRezAction.Return,
UUID.Zero, false);
return true;
}
public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running)
{
if (!Permissions.CanEditScript(itemID, objectID, controllingClient.AgentId))
return;
SceneObjectPart part = GetSceneObjectPart(objectID);
if (part == null)
return;
if (running)
EventManager.TriggerStartScript(part.LocalId, itemID);
else
EventManager.TriggerStopScript(part.LocalId, itemID);
}
public void GetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID)
{
EventManager.TriggerGetScriptRunning(controllingClient, objectID, itemID);
}
void ObjectOwner(IClientAPI remoteClient, UUID ownerID, UUID groupID, List localIDs)
{
if (!Permissions.IsGod(remoteClient.AgentId))
{
if (ownerID != UUID.Zero)
return;
}
List groups = new List();
foreach (uint localID in localIDs)
{
SceneObjectPart part = GetSceneObjectPart(localID);
if (part == null)
continue;
if (!groups.Contains(part.ParentGroup))
groups.Add(part.ParentGroup);
}
foreach (SceneObjectGroup sog in groups)
{
if (ownerID != UUID.Zero)
{
sog.SetOwnerId(ownerID);
sog.SetGroup(groupID, remoteClient);
sog.ScheduleGroupForFullUpdate();
SceneObjectPart[] partList = sog.Parts;
foreach (SceneObjectPart child in partList)
{
child.Inventory.ChangeInventoryOwner(ownerID);
child.TriggerScriptChangedEvent(Changed.OWNER);
}
}
else // The object deeded to the group
{
if (!Permissions.CanDeedObject(remoteClient, sog, groupID))
continue;
sog.SetOwnerId(groupID);
// this is wrong, GroupMask is used for group sharing, still possible to set
// this whould give owner rights to users that are member of group but don't have role powers to edit
// sog.RootPart.GroupMask = sog.RootPart.OwnerMask;
// we should keep all permissions on deed to group
// and with this comented code, if user does not set next permissions on the object
// and on ALL contents of ALL prims, he may loose rights, making the object useless
sog.ApplyNextOwnerPermissions();
sog.InvalidateEffectivePerms();
sog.ScheduleGroupForFullUpdate();
SceneObjectPart[] partList = sog.Parts;
foreach (SceneObjectPart child in partList)
{
child.Inventory.ChangeInventoryOwner(groupID);
child.TriggerScriptChangedEvent(Changed.OWNER);
}
}
}
foreach (uint localID in localIDs)
{
SceneObjectPart part = GetSceneObjectPart(localID);
if (part == null)
continue;
part.SendPropertiesToClient(remoteClient);
}
}
public void DelinkObjects(List primIds, IClientAPI client)
{
List parts = new List();
foreach (uint localID in primIds)
{
SceneObjectPart part = GetSceneObjectPart(localID);
if (part == null)
continue;
if (Permissions.CanDelinkObject(client.AgentId, part.ParentGroup.RootPart.UUID))
parts.Add(part);
}
m_sceneGraph.DelinkObjects(parts);
}
///
/// Link the scene objects containing the indicated parts to a root object.
///
///
/// A root prim id of the object which will be the root prim of the resulting linkset.
/// A list of child prims for the objects that should be linked in.
public void LinkObjects(IClientAPI client, uint parentPrimId, List childPrimIds)
{
LinkObjects(client.AgentId, parentPrimId, childPrimIds);
}
///
/// Link the scene objects containing the indicated parts to a root object.
///
/// The ID of the user linking.
/// A root prim id of the object which will be the root prim of the resulting linkset.
/// A list of child prims for the objects that should be linked in.
public void LinkObjects(UUID agentId, uint parentPrimId, List childPrimIds)
{
List owners = new List();
List children = new List();
SceneObjectPart root = GetSceneObjectPart(parentPrimId);
if (root == null)
{
m_log.DebugFormat("[LINK]: Can't find linkset root prim {0}", parentPrimId);
return;
}
if (!Permissions.CanLinkObject(agentId, root.ParentGroup.RootPart.UUID))
{
m_log.DebugFormat("[LINK]: Refusing link. No permissions on root prim");
return;
}
foreach (uint localID in childPrimIds)
{
SceneObjectPart part = GetSceneObjectPart(localID);
if (part == null)
continue;
if (!owners.Contains(part.OwnerID))
owners.Add(part.OwnerID);
if (Permissions.CanLinkObject(agentId, part.ParentGroup.RootPart.UUID))
children.Add(part);
}
// Must be all one owner
//
if (owners.Count > 1)
{
m_log.DebugFormat("[LINK]: Refusing link. Too many owners");
return;
}
if (children.Count == 0)
{
m_log.DebugFormat("[LINK]: Refusing link. No permissions to link any of the children");
return;
}
bool oldUsePhysics = (root.Flags & PrimFlags.Physics) != 0;
m_sceneGraph.LinkObjects(root, children);
ScenePresence sp;
if (TryGetScenePresence(agentId, out sp))
{
root.SendPropertiesToClient(sp.ControllingClient);
if (oldUsePhysics && (root.Flags & PrimFlags.Physics) == 0)
{
sp.ControllingClient.SendAlertMessage("Object physics cancelled");
}
}
}
private string PermissionString(uint permissions)
{
PermissionMask perms = (PermissionMask)permissions &
(PermissionMask.Move |
PermissionMask.Copy |
PermissionMask.Transfer |
PermissionMask.Modify);
return perms.ToString();
}
}
}