/* * 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.Xml; using System.IO; using System.Collections.Generic; using System.Collections; using System.Reflection; using System.Threading; using OpenMetaverse; using log4net; using OpenSim.Framework; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.Framework.Scenes.Scripting; using OpenSim.Region.Framework.Scenes.Serialization; using PermissionMask = OpenSim.Framework.PermissionMask; namespace OpenSim.Region.Framework.Scenes { public class SceneObjectPartInventory : IEntityInventory { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); private byte[] m_inventoryFileData = new byte[0]; private uint m_inventoryFileNameSerial = 0; private bool m_inventoryPrivileged = false; private object m_inventoryFileLock = new object(); private Dictionary m_scriptErrors = new Dictionary(); /// /// The part to which the inventory belongs. /// private SceneObjectPart m_part; /// /// Serial count for inventory file , used to tell if inventory has changed /// no need for this to be part of Database backup /// protected uint m_inventorySerial = 0; /// /// Holds in memory prim inventory /// protected TaskInventoryDictionary m_items = new TaskInventoryDictionary(); /// /// Tracks whether inventory has changed since the last persistent backup /// internal bool HasInventoryChanged; /// /// Inventory serial number /// protected internal uint Serial { get { return m_inventorySerial; } set { m_inventorySerial = value; } } /// /// Raw inventory data /// protected internal TaskInventoryDictionary Items { get { return m_items; } set { m_items = value; m_inventorySerial++; QueryScriptStates(); } } public int Count { get { lock (m_items) return m_items.Count; } } /// /// Constructor /// /// /// A /// public SceneObjectPartInventory(SceneObjectPart part) { m_part = part; } /// /// Force the task inventory of this prim to persist at the next update sweep /// public void ForceInventoryPersistence() { HasInventoryChanged = true; } /// /// Reset UUIDs for all the items in the prim's inventory. /// /// /// This involves either generating /// new ones or setting existing UUIDs to the correct parent UUIDs. /// /// If this method is called and there are inventory items, then we regard the inventory as having changed. /// public void ResetInventoryIDs() { if (null == m_part) m_items.LockItemsForWrite(true); if (Items.Count == 0) { m_items.LockItemsForWrite(false); return; } IList items = new List(Items.Values); Items.Clear(); foreach (TaskInventoryItem item in items) { item.ResetIDs(m_part.UUID); Items.Add(item.ItemID, item); } m_items.LockItemsForWrite(false); } public void ResetObjectID() { m_items.LockItemsForWrite(true); if (Items.Count == 0) { m_items.LockItemsForWrite(false); return; } IList items = new List(Items.Values); Items.Clear(); foreach (TaskInventoryItem item in items) { item.ParentPartID = m_part.UUID; item.ParentID = m_part.UUID; Items.Add(item.ItemID, item); } m_items.LockItemsForWrite(false); } /// /// Change every item in this inventory to a new owner. /// /// public void ChangeInventoryOwner(UUID ownerId) { List items = GetInventoryItems(); if (items.Count == 0) return; m_items.LockItemsForWrite(true); HasInventoryChanged = true; m_part.ParentGroup.HasGroupChanged = true; foreach (TaskInventoryItem item in items) { if (ownerId != item.OwnerID) item.LastOwnerID = item.OwnerID; item.OwnerID = ownerId; item.PermsMask = 0; item.PermsGranter = UUID.Zero; item.OwnerChanged = true; } m_items.LockItemsForWrite(false); } /// /// Change every item in this inventory to a new group. /// /// public void ChangeInventoryGroup(UUID groupID) { m_items.LockItemsForWrite(true); if (0 == Items.Count) { m_items.LockItemsForWrite(false); return; } // Don't let this set the HasGroupChanged flag for attachments // as this happens during rez and we don't want a new asset // for each attachment each time if (!m_part.ParentGroup.IsAttachment) { HasInventoryChanged = true; m_part.ParentGroup.HasGroupChanged = true; } IList items = new List(Items.Values); foreach (TaskInventoryItem item in items) { if (groupID != item.GroupID) { item.GroupID = groupID; } } m_items.LockItemsForWrite(false); } private void QueryScriptStates() { if (m_part == null || m_part.ParentGroup == null || m_part.ParentGroup.Scene == null) return; Items.LockItemsForRead(true); foreach (TaskInventoryItem item in Items.Values) { if (item.InvType == (int)InventoryType.LSL) { bool running; if (TryGetScriptInstanceRunning(m_part.ParentGroup.Scene, item, out running)) item.ScriptRunning = running; } } Items.LockItemsForRead(false); } public bool TryGetScriptInstanceRunning(UUID itemId, out bool running) { running = false; TaskInventoryItem item = GetInventoryItem(itemId); if (item == null) return false; return TryGetScriptInstanceRunning(m_part.ParentGroup.Scene, item, out running); } public static bool TryGetScriptInstanceRunning(Scene scene, TaskInventoryItem item, out bool running) { running = false; if (item.InvType != (int)InventoryType.LSL) return false; IScriptModule[] engines = scene.RequestModuleInterfaces(); if (engines == null) // No engine at all return false; foreach (IScriptModule e in engines) { if (e.HasScript(item.ItemID, out running)) return true; } return false; } public int CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource) { int scriptsValidForStarting = 0; List scripts = GetInventoryItems(InventoryType.LSL); foreach (TaskInventoryItem item in scripts) if (CreateScriptInstance(item, startParam, postOnRez, engine, stateSource)) scriptsValidForStarting++; return scriptsValidForStarting; } public ArrayList GetScriptErrors(UUID itemID) { ArrayList ret = new ArrayList(); IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces(); foreach (IScriptModule e in engines) { if (e != null) { ArrayList errors = e.GetScriptErrors(itemID); foreach (Object line in errors) ret.Add(line); } } return ret; } /// /// Stop and remove all the scripts in this prim. /// /// /// Should be true if these scripts are being removed because the scene /// object is being deleted. This will prevent spurious updates to the client. /// public void RemoveScriptInstances(bool sceneObjectBeingDeleted) { List scripts = GetInventoryItems(InventoryType.LSL); foreach (TaskInventoryItem item in scripts) { RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted); m_part.RemoveScriptEvents(item.ItemID); } } /// /// Stop all the scripts in this prim. /// public void StopScriptInstances() { GetInventoryItems(InventoryType.LSL).ForEach(i => StopScriptInstance(i)); } /// /// Start a script which is in this prim's inventory. /// /// /// true if the script instance was created, false otherwise public bool CreateScriptInstance(TaskInventoryItem item, int startParam, bool postOnRez, string engine, int stateSource) { // m_log.DebugFormat("[PRIM INVENTORY]: Starting script {0} {1} in prim {2} {3} in {4}", // item.Name, item.ItemID, m_part.Name, m_part.UUID, m_part.ParentGroup.Scene.RegionInfo.RegionName); if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID)) { StoreScriptError(item.ItemID, "no permission"); return false; } m_part.AddFlag(PrimFlags.Scripted); if (m_part.ParentGroup.Scene.RegionInfo.RegionSettings.DisableScripts) return false; if (stateSource == 2 && // Prim crossing m_part.ParentGroup.Scene.m_trustBinaries) { m_items.LockItemsForWrite(true); m_items[item.ItemID].PermsMask = 0; m_items[item.ItemID].PermsGranter = UUID.Zero; m_items.LockItemsForWrite(false); m_part.ParentGroup.Scene.EventManager.TriggerRezScript( m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); StoreScriptErrors(item.ItemID, null); m_part.ParentGroup.AddActiveScriptCount(1); m_part.ScheduleFullUpdate(); return true; } AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString()); if (null == asset) { string msg = String.Format("asset ID {0} could not be found", item.AssetID); StoreScriptError(item.ItemID, msg); m_log.ErrorFormat( "[PRIM INVENTORY]: Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found", item.Name, item.ItemID, m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName, item.AssetID); return false; } else { if (m_part.ParentGroup.m_savedScriptState != null) item.OldItemID = RestoreSavedScriptState(item.LoadedItemID, item.OldItemID, item.ItemID); m_items.LockItemsForWrite(true); m_items[item.ItemID].OldItemID = item.OldItemID; m_items[item.ItemID].PermsMask = 0; m_items[item.ItemID].PermsGranter = UUID.Zero; m_items.LockItemsForWrite(false); string script = Utils.BytesToString(asset.Data); m_part.ParentGroup.Scene.EventManager.TriggerRezScript( m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); StoreScriptErrors(item.ItemID, null); if (!item.ScriptRunning) m_part.ParentGroup.Scene.EventManager.TriggerStopScript( m_part.LocalId, item.ItemID); m_part.ParentGroup.AddActiveScriptCount(1); m_part.ScheduleFullUpdate(); return true; } } private UUID RestoreSavedScriptState(UUID loadedID, UUID oldID, UUID newID) { IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces(); if (engines.Length == 0) // No engine at all return oldID; UUID stateID = oldID; if (!m_part.ParentGroup.m_savedScriptState.ContainsKey(oldID)) stateID = loadedID; if (m_part.ParentGroup.m_savedScriptState.ContainsKey(stateID)) { XmlDocument doc = new XmlDocument(); doc.LoadXml(m_part.ParentGroup.m_savedScriptState[stateID]); ////////// CRUFT WARNING /////////////////////////////////// // // Old objects will have ... // This format is XEngine ONLY // // New objects have ... // This can be passed to any engine // XmlNode n = doc.SelectSingleNode("ScriptState"); if (n != null) // Old format data { XmlDocument newDoc = new XmlDocument(); XmlElement rootN = newDoc.CreateElement("", "State", ""); XmlAttribute uuidA = newDoc.CreateAttribute("", "UUID", ""); uuidA.Value = stateID.ToString(); rootN.Attributes.Append(uuidA); XmlAttribute engineA = newDoc.CreateAttribute("", "Engine", ""); engineA.Value = "XEngine"; rootN.Attributes.Append(engineA); newDoc.AppendChild(rootN); XmlNode stateN = newDoc.ImportNode(n, true); rootN.AppendChild(stateN); // This created document has only the minimun data // necessary for XEngine to parse it successfully m_part.ParentGroup.m_savedScriptState[stateID] = newDoc.OuterXml; } foreach (IScriptModule e in engines) { if (e != null) { if (e.SetXMLState(newID, m_part.ParentGroup.m_savedScriptState[stateID])) break; } } m_part.ParentGroup.m_savedScriptState.Remove(stateID); } return stateID; } /// /// Start a script which is in this prim's inventory. /// Some processing may occur in the background, but this routine returns asap. /// /// /// A /// public bool CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) { lock (m_scriptErrors) { // Indicate to CreateScriptInstanceInternal() we don't want it to wait for completion m_scriptErrors.Remove(itemId); } CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource); return true; } private void CreateScriptInstanceInternal(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) { m_items.LockItemsForRead(true); if (m_items.ContainsKey(itemId)) { TaskInventoryItem it = m_items[itemId]; m_items.LockItemsForRead(false); CreateScriptInstance(it, startParam, postOnRez, engine, stateSource); } else { m_items.LockItemsForRead(false); string msg = String.Format("couldn't be found for prim {0}, {1} at {2} in {3}", m_part.Name, m_part.UUID, m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); StoreScriptError(itemId, msg); m_log.ErrorFormat( "[PRIM INVENTORY]: " + "Couldn't start script with ID {0} since it {1}", itemId, msg); } } /// /// Start a script which is in this prim's inventory and return any compilation error messages. /// /// /// A /// public ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) { ArrayList errors; // Indicate to CreateScriptInstanceInternal() we want it to // post any compilation/loading error messages lock (m_scriptErrors) { m_scriptErrors[itemId] = null; } // Perform compilation/loading CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource); // Wait for and retrieve any errors lock (m_scriptErrors) { while ((errors = m_scriptErrors[itemId]) == null) { if (!System.Threading.Monitor.Wait(m_scriptErrors, 15000)) { m_log.ErrorFormat( "[PRIM INVENTORY]: " + "timedout waiting for script {0} errors", itemId); errors = m_scriptErrors[itemId]; if (errors == null) { errors = new ArrayList(1); errors.Add("timedout waiting for errors"); } break; } } m_scriptErrors.Remove(itemId); } return errors; } // Signal to CreateScriptInstanceEr() that compilation/loading is complete private void StoreScriptErrors(UUID itemId, ArrayList errors) { lock (m_scriptErrors) { // If compilation/loading initiated via CreateScriptInstance(), // it does not want the errors, so just get out if (!m_scriptErrors.ContainsKey(itemId)) { return; } // Initiated via CreateScriptInstanceEr(), if we know what the // errors are, save them and wake CreateScriptInstanceEr(). if (errors != null) { m_scriptErrors[itemId] = errors; System.Threading.Monitor.PulseAll(m_scriptErrors); return; } } // Initiated via CreateScriptInstanceEr() but we don't know what // the errors are yet, so retrieve them from the script engine. // This may involve some waiting internal to GetScriptErrors(). errors = GetScriptErrors(itemId); // Get a default non-null value to indicate success. if (errors == null) { errors = new ArrayList(); } // Post to CreateScriptInstanceEr() and wake it up lock (m_scriptErrors) { m_scriptErrors[itemId] = errors; System.Threading.Monitor.PulseAll(m_scriptErrors); } } // Like StoreScriptErrors(), but just posts a single string message private void StoreScriptError(UUID itemId, string message) { ArrayList errors = new ArrayList(1); errors.Add(message); StoreScriptErrors(itemId, errors); } /// /// Stop and remove a script which is in this prim's inventory. /// /// /// /// Should be true if this script is being removed because the scene /// object is being deleted. This will prevent spurious updates to the client. /// public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted) { if (m_items.ContainsKey(itemId)) { if (!sceneObjectBeingDeleted) m_part.RemoveScriptEvents(itemId); m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemId); m_part.ParentGroup.AddActiveScriptCount(-1); } else { m_log.WarnFormat( "[PRIM INVENTORY]: " + "Couldn't stop script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}", itemId, m_part.Name, m_part.UUID, m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); } } /// /// Stop a script which is in this prim's inventory. /// /// /// /// Should be true if this script is being removed because the scene /// object is being deleted. This will prevent spurious updates to the client. /// public void StopScriptInstance(UUID itemId) { TaskInventoryItem scriptItem; lock (m_items) m_items.TryGetValue(itemId, out scriptItem); if (scriptItem != null) { StopScriptInstance(scriptItem); } else { m_log.WarnFormat( "[PRIM INVENTORY]: " + "Couldn't stop script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}", itemId, m_part.Name, m_part.UUID, m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); } } /// /// Stop a script which is in this prim's inventory. /// /// /// /// Should be true if this script is being removed because the scene /// object is being deleted. This will prevent spurious updates to the client. /// public void StopScriptInstance(TaskInventoryItem item) { if (m_part.ParentGroup.Scene != null) m_part.ParentGroup.Scene.EventManager.TriggerStopScript(m_part.LocalId, item.ItemID); // At the moment, even stopped scripts are counted as active, which is probably wrong. // m_part.ParentGroup.AddActiveScriptCount(-1); } /// /// Check if the inventory holds an item with a given name. /// /// /// private bool InventoryContainsName(string name) { m_items.LockItemsForRead(true); foreach (TaskInventoryItem item in m_items.Values) { if (item.Name == name) { m_items.LockItemsForRead(false); return true; } } m_items.LockItemsForRead(false); return false; } /// /// For a given item name, return that name if it is available. Otherwise, return the next available /// similar name (which is currently the original name with the next available numeric suffix). /// /// /// private string FindAvailableInventoryName(string name) { if (!InventoryContainsName(name)) return name; int suffix=1; while (suffix < 256) { string tryName=String.Format("{0} {1}", name, suffix); if (!InventoryContainsName(tryName)) return tryName; suffix++; } return String.Empty; } /// /// Add an item to this prim's inventory. If an item with the same name already exists, then an alternative /// name is chosen. /// /// public void AddInventoryItem(TaskInventoryItem item, bool allowedDrop) { AddInventoryItem(item.Name, item, allowedDrop); } /// /// Add an item to this prim's inventory. If an item with the same name already exists, it is replaced. /// /// public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop) { m_items.LockItemsForRead(true); List il = new List(m_items.Values); m_items.LockItemsForRead(false); foreach (TaskInventoryItem i in il) { if (i.Name == item.Name) { if (i.InvType == (int)InventoryType.LSL) RemoveScriptInstance(i.ItemID, false); RemoveInventoryItem(i.ItemID); break; } } AddInventoryItem(item.Name, item, allowedDrop); } /// /// Add an item to this prim's inventory. /// /// The name that the new item should have. /// /// The item itself. The name within this structure is ignored in favour of the name /// given in this method's arguments /// /// /// Item was only added to inventory because AllowedDrop is set /// protected void AddInventoryItem(string name, TaskInventoryItem item, bool allowedDrop) { name = FindAvailableInventoryName(name); if (name == String.Empty) return; item.ParentID = m_part.UUID; item.ParentPartID = m_part.UUID; item.Name = name; item.GroupID = m_part.GroupID; m_items.LockItemsForWrite(true); m_items.Add(item.ItemID, item); m_items.LockItemsForWrite(false); if (allowedDrop) m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); else m_part.TriggerScriptChangedEvent(Changed.INVENTORY); m_inventorySerial++; //m_inventorySerial += 2; HasInventoryChanged = true; m_part.ParentGroup.HasGroupChanged = true; } /// /// Restore a whole collection of items to the prim's inventory at once. /// We assume that the items already have all their fields correctly filled out. /// The items are not flagged for persistence to the database, since they are being restored /// from persistence rather than being newly added. /// /// public void RestoreInventoryItems(ICollection items) { m_items.LockItemsForWrite(true); foreach (TaskInventoryItem item in items) { m_items.Add(item.ItemID, item); // m_part.TriggerScriptChangedEvent(Changed.INVENTORY); } m_items.LockItemsForWrite(false); m_inventorySerial++; } /// /// Returns an existing inventory item. Returns the original, so any changes will be live. /// /// /// null if the item does not exist public TaskInventoryItem GetInventoryItem(UUID itemId) { TaskInventoryItem item; m_items.LockItemsForRead(true); m_items.TryGetValue(itemId, out item); m_items.LockItemsForRead(false); return item; } public TaskInventoryItem GetInventoryItem(string name) { m_items.LockItemsForRead(true); foreach (TaskInventoryItem item in m_items.Values) { if (item.Name == name) { m_items.LockItemsForRead(false); return item; } } m_items.LockItemsForRead(false); return null; } public List GetInventoryItems(string name) { List items = new List(); m_items.LockItemsForRead(true); foreach (TaskInventoryItem item in m_items.Values) { if (item.Name == name) items.Add(item); } m_items.LockItemsForRead(false); return items; } public bool GetRezReadySceneObjects(TaskInventoryItem item, out List objlist, out List veclist) { AssetBase rezAsset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString()); if (null == rezAsset) { m_log.WarnFormat( "[PRIM INVENTORY]: Could not find asset {0} for inventory item {1} in {2}", item.AssetID, item.Name, m_part.Name); objlist = null; veclist = null; return false; } Vector3 bbox; float offsetHeight; bool single = m_part.ParentGroup.Scene.GetObjectsToRez(rezAsset.Data, false, out objlist, out veclist, out bbox, out offsetHeight); for (int i = 0; i < objlist.Count; i++) { SceneObjectGroup group = objlist[i]; /* group.RootPart.AttachPoint = group.RootPart.Shape.State; group.RootPart.AttachedPos = group.AbsolutePosition; group.RootPart.AttachRotation = group.GroupRotation; */ group.ResetIDs(); SceneObjectPart rootPart = group.GetPart(group.UUID); // Since renaming the item in the inventory does not affect the name stored // in the serialization, transfer the correct name from the inventory to the // object itself before we rez. // Only do these for the first object if we are rezzing a coalescence. // nahh dont mess with coalescence objects, // the name in inventory can be change for inventory purpuses only if (objlist.Count == 1) { rootPart.Name = item.Name; rootPart.Description = item.Description; } /* reverted to old code till part.ApplyPermissionsOnRez is better reviewed/fixed group.SetGroup(m_part.GroupID, null); foreach (SceneObjectPart part in group.Parts) { // Convert between InventoryItem classes. You can never have too many similar but slightly different classes :) InventoryItemBase dest = new InventoryItemBase(item.ItemID, item.OwnerID); dest.BasePermissions = item.BasePermissions; dest.CurrentPermissions = item.CurrentPermissions; dest.EveryOnePermissions = item.EveryonePermissions; dest.GroupPermissions = item.GroupPermissions; dest.NextPermissions = item.NextPermissions; dest.Flags = item.Flags; part.ApplyPermissionsOnRez(dest, false, m_part.ParentGroup.Scene); } */ // old code start SceneObjectPart[] partList = group.Parts; group.SetGroup(m_part.GroupID, null); // TODO: Remove magic number badness if ((rootPart.OwnerID != item.OwnerID) || (item.CurrentPermissions & 16) != 0 || (item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0) // Magic number { if (m_part.ParentGroup.Scene.Permissions.PropagatePermissions()) { foreach (SceneObjectPart part in partList) { if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0) part.EveryoneMask = item.EveryonePermissions; if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0) part.NextOwnerMask = item.NextPermissions; if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteGroup) != 0) part.GroupMask = item.GroupPermissions; } group.ApplyNextOwnerPermissions(); } } foreach (SceneObjectPart part in partList) { // TODO: Remove magic number badness if ((part.OwnerID != item.OwnerID) || (item.CurrentPermissions & 16) != 0 || (item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0) // Magic number { part.LastOwnerID = part.OwnerID; part.OwnerID = item.OwnerID; part.Inventory.ChangeInventoryOwner(item.OwnerID); } if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0) part.EveryoneMask = item.EveryonePermissions; if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0) part.NextOwnerMask = item.NextPermissions; if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteGroup) != 0) part.GroupMask = item.GroupPermissions; } // old code end rootPart.TrimPermissions(); } return true; } /// /// Update an existing inventory item. /// /// The updated item. An item with the same id must already exist /// in this prim's inventory. /// false if the item did not exist, true if the update occurred successfully public bool UpdateInventoryItem(TaskInventoryItem item) { return UpdateInventoryItem(item, true, true); } public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents) { return UpdateInventoryItem(item, fireScriptEvents, true); } public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged) { m_items.LockItemsForWrite(true); if (m_items.ContainsKey(item.ItemID)) { // m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name); item.ParentID = m_part.UUID; item.ParentPartID = m_part.UUID; // If group permissions have been set on, check that the groupID is up to date in case it has // changed since permissions were last set. if (item.GroupPermissions != (uint)PermissionMask.None) item.GroupID = m_part.GroupID; if (item.AssetID == UUID.Zero) item.AssetID = m_items[item.ItemID].AssetID; m_items[item.ItemID] = item; m_inventorySerial++; if (fireScriptEvents) m_part.TriggerScriptChangedEvent(Changed.INVENTORY); if (considerChanged) { HasInventoryChanged = true; m_part.ParentGroup.HasGroupChanged = true; } m_items.LockItemsForWrite(false); return true; } else { m_log.ErrorFormat( "[PRIM INVENTORY]: " + "Tried to retrieve item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory", item.ItemID, m_part.Name, m_part.UUID, m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); } m_items.LockItemsForWrite(false); return false; } /// /// Remove an item from this prim's inventory /// /// /// Numeric asset type of the item removed. Returns -1 if the item did not exist /// in this prim's inventory. public int RemoveInventoryItem(UUID itemID) { m_items.LockItemsForRead(true); if (m_items.ContainsKey(itemID)) { int type = m_items[itemID].InvType; m_items.LockItemsForRead(false); if (type == 10) // Script { m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); } m_items.LockItemsForWrite(true); m_items.Remove(itemID); m_items.LockItemsForWrite(false); m_inventorySerial++; m_part.TriggerScriptChangedEvent(Changed.INVENTORY); HasInventoryChanged = true; m_part.ParentGroup.HasGroupChanged = true; int scriptcount = 0; m_items.LockItemsForRead(true); foreach (TaskInventoryItem item in m_items.Values) { if (item.Type == 10) { scriptcount++; } } m_items.LockItemsForRead(false); if (scriptcount <= 0) { m_part.RemFlag(PrimFlags.Scripted); } m_part.ScheduleFullUpdate(); return type; } else { m_items.LockItemsForRead(false); m_log.ErrorFormat( "[PRIM INVENTORY]: " + "Tried to remove item ID {0} from prim {1}, {2} but the item does not exist in this inventory", itemID, m_part.Name, m_part.UUID); } return -1; } /// /// Serialize all the metadata for the items in this prim's inventory ready for sending to the client /// /// public void RequestInventoryFile(IClientAPI client, IXfer xferManager) { lock (m_inventoryFileLock) { string filename = "inventory_" + UUID.Random().ToString() + ".tmp"; bool changed = false; if (m_inventoryFileNameSerial < m_inventorySerial) { m_inventoryFileNameSerial = m_inventorySerial; changed = true; } if (m_inventoryFileData.Length < 2) changed = true; bool includeAssets = false; if (m_part.ParentGroup.Scene.Permissions.CanEditObjectInventory(m_part.UUID, client.AgentId)) includeAssets = true; if (m_inventoryPrivileged != includeAssets) changed = true; Items.LockItemsForRead(true); if (m_inventorySerial == 0) // No inventory { Items.LockItemsForRead(false); client.SendTaskInventory(m_part.UUID, 0, new byte[0]); return; } if (m_items.Count == 0) // No inventory { Items.LockItemsForRead(false); client.SendTaskInventory(m_part.UUID, 0, new byte[0]); return; } if (!changed) { Items.LockItemsForRead(false); xferManager.AddNewFile(filename, m_inventoryFileData); client.SendTaskInventory(m_part.UUID, (short)m_inventoryFileNameSerial, Util.StringToBytes256(filename)); return; } m_inventoryPrivileged = includeAssets; InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero); foreach (TaskInventoryItem item in m_items.Values) { UUID ownerID = item.OwnerID; uint everyoneMask = 0; uint baseMask = item.BasePermissions; uint ownerMask = item.CurrentPermissions; uint groupMask = item.GroupPermissions; invString.AddItemStart(); invString.AddNameValueLine("item_id", item.ItemID.ToString()); invString.AddNameValueLine("parent_id", m_part.UUID.ToString()); invString.AddPermissionsStart(); invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask)); invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask)); invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask)); invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask)); invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions)); invString.AddNameValueLine("creator_id", item.CreatorID.ToString()); invString.AddNameValueLine("owner_id", ownerID.ToString()); invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString()); invString.AddNameValueLine("group_id", item.GroupID.ToString()); invString.AddSectionEnd(); if (includeAssets) invString.AddNameValueLine("asset_id", item.AssetID.ToString()); else invString.AddNameValueLine("asset_id", UUID.Zero.ToString()); invString.AddNameValueLine("type", Utils.AssetTypeToString((AssetType)item.Type)); invString.AddNameValueLine("inv_type", Utils.InventoryTypeToString((InventoryType)item.InvType)); invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags)); invString.AddSaleStart(); invString.AddNameValueLine("sale_type", "not"); invString.AddNameValueLine("sale_price", "0"); invString.AddSectionEnd(); invString.AddNameValueLine("name", item.Name + "|"); invString.AddNameValueLine("desc", item.Description + "|"); invString.AddNameValueLine("creation_date", item.CreationDate.ToString()); invString.AddSectionEnd(); } Items.LockItemsForRead(false); m_inventoryFileData = Utils.StringToBytes(invString.BuildString); if (m_inventoryFileData.Length > 2) { xferManager.AddNewFile(filename, m_inventoryFileData); client.SendTaskInventory(m_part.UUID, (short)m_inventoryFileNameSerial, Util.StringToBytes256(filename)); return; } client.SendTaskInventory(m_part.UUID, 0, new byte[0]); } } /// /// Process inventory backup /// /// public void ProcessInventoryBackup(ISimulationDataService datastore) { // Removed this because linking will cause an immediate delete of the new // child prim from the database and the subsequent storing of the prim sees // the inventory of it as unchanged and doesn't store it at all. The overhead // of storing prim inventory needlessly is much less than the aggravation // of prim inventory loss. // if (HasInventoryChanged) // { Items.LockItemsForRead(true); try { datastore.StorePrimInventory(m_part.UUID, Items.Values); } catch {} HasInventoryChanged = false; Items.LockItemsForRead(false); // } } public class InventoryStringBuilder { public string BuildString = String.Empty; public InventoryStringBuilder(UUID folderID, UUID parentID) { BuildString += "\tinv_object\t0\n\t{\n"; AddNameValueLine("obj_id", folderID.ToString()); AddNameValueLine("parent_id", parentID.ToString()); AddNameValueLine("type", "category"); AddNameValueLine("name", "Contents|"); AddSectionEnd(); } public void AddItemStart() { BuildString += "\tinv_item\t0\n"; AddSectionStart(); } public void AddPermissionsStart() { BuildString += "\tpermissions 0\n"; AddSectionStart(); } public void AddSaleStart() { BuildString += "\tsale_info\t0\n"; AddSectionStart(); } protected void AddSectionStart() { BuildString += "\t{\n"; } public void AddSectionEnd() { BuildString += "\t}\n"; } public void AddLine(string addLine) { BuildString += addLine; } public void AddNameValueLine(string name, string value) { BuildString += "\t\t"; BuildString += name + "\t"; BuildString += value + "\n"; } public void Close() { } } public uint MaskEffectivePermissions() { uint mask=0x7fffffff; foreach (TaskInventoryItem item in m_items.Values) { if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0) mask &= ~((uint)PermissionMask.Copy >> 13); if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0) mask &= ~((uint)PermissionMask.Transfer >> 13); if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0) mask &= ~((uint)PermissionMask.Modify >> 13); if (item.InvType == (int)InventoryType.Object) { if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) mask &= ~((uint)PermissionMask.Copy >> 13); if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) mask &= ~((uint)PermissionMask.Transfer >> 13); if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0) mask &= ~((uint)PermissionMask.Modify >> 13); } if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0) mask &= ~(uint)PermissionMask.Copy; if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0) mask &= ~(uint)PermissionMask.Transfer; if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0) mask &= ~(uint)PermissionMask.Modify; } return mask; } public void ApplyNextOwnerPermissions() { foreach (TaskInventoryItem item in m_items.Values) { if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) { if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) item.CurrentPermissions &= ~(uint)PermissionMask.Copy; if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) item.CurrentPermissions &= ~(uint)PermissionMask.Transfer; if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0) item.CurrentPermissions &= ~(uint)PermissionMask.Modify; } item.CurrentPermissions &= item.NextPermissions; item.BasePermissions &= item.NextPermissions; item.EveryonePermissions &= item.NextPermissions; item.OwnerChanged = true; item.PermsMask = 0; item.PermsGranter = UUID.Zero; } } public void ApplyGodPermissions(uint perms) { foreach (TaskInventoryItem item in m_items.Values) { item.CurrentPermissions = perms; item.BasePermissions = perms; } m_inventorySerial++; HasInventoryChanged = true; } /// /// Returns true if this part inventory contains any scripts. False otherwise. /// /// public bool ContainsScripts() { foreach (TaskInventoryItem item in m_items.Values) { if (item.InvType == (int)InventoryType.LSL) { return true; } } return false; } /// /// Returns the count of scripts in this parts inventory. /// /// public int ScriptCount() { int count = 0; Items.LockItemsForRead(true); foreach (TaskInventoryItem item in m_items.Values) { if (item.InvType == (int)InventoryType.LSL) { count++; } } Items.LockItemsForRead(false); return count; } /// /// Returns the count of running scripts in this parts inventory. /// /// public int RunningScriptCount() { IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces(); if (engines.Length == 0) return 0; int count = 0; List scripts = GetInventoryItems(InventoryType.LSL); foreach (TaskInventoryItem item in scripts) { foreach (IScriptModule engine in engines) { if (engine != null) { if (engine.GetScriptState(item.ItemID)) { count++; } } } } return count; } public List GetInventoryList() { List ret = new List(); foreach (TaskInventoryItem item in m_items.Values) ret.Add(item.ItemID); return ret; } public List GetInventoryItems() { List ret = new List(); Items.LockItemsForRead(true); ret = new List(m_items.Values); Items.LockItemsForRead(false); return ret; } public List GetInventoryItems(InventoryType type) { List ret = new List(); Items.LockItemsForRead(true); foreach (TaskInventoryItem item in m_items.Values) if (item.InvType == (int)type) ret.Add(item); Items.LockItemsForRead(false); return ret; } public Dictionary GetScriptStates() { return GetScriptStates(false); } public Dictionary GetScriptStates(bool oldIDs) { Dictionary ret = new Dictionary(); if (m_part.ParentGroup.Scene == null) // Group not in a scene return ret; IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces(); if (engines.Length == 0) // No engine at all return ret; List scripts = GetInventoryItems(InventoryType.LSL); foreach (TaskInventoryItem item in scripts) { foreach (IScriptModule e in engines) { if (e != null) { // m_log.DebugFormat( // "[PRIM INVENTORY]: Getting script state from engine {0} for {1} in part {2} in group {3} in {4}", // e.Name, item.Name, m_part.Name, m_part.ParentGroup.Name, m_part.ParentGroup.Scene.Name); string n = e.GetXMLState(item.ItemID); if (n != String.Empty) { if (oldIDs) { if (!ret.ContainsKey(item.OldItemID)) ret[item.OldItemID] = n; } else { if (!ret.ContainsKey(item.ItemID)) ret[item.ItemID] = n; } break; } } } } return ret; } public void ResumeScripts() { IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces(); if (engines.Length == 0) return; List scripts = GetInventoryItems(InventoryType.LSL); foreach (TaskInventoryItem item in scripts) { foreach (IScriptModule engine in engines) { if (engine != null) { // m_log.DebugFormat( // "[PRIM INVENTORY]: Resuming script {0} {1} for {2}, OwnerChanged {3}", // item.Name, item.ItemID, item.OwnerID, item.OwnerChanged); engine.ResumeScript(item.ItemID); if (item.OwnerChanged) engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER }); item.OwnerChanged = false; } } } } } }