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/*
* 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.IO;
using System.Reflection;
using OpenMetaverse;
using log4net;
using OpenSim.Framework;
using OpenSim.Region.Framework.Interfaces;
using System.Collections.Generic;
using System.Xml;
namespace OpenSim.Region.Framework.Scenes
{
public partial class SceneObjectGroup : EntityBase
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
/// <summary>
/// Force all task inventories of prims in the scene object to persist
/// </summary>
public void ForceInventoryPersistence()
{
lockPartsForRead(true);
List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
lockPartsForRead(false);
foreach (SceneObjectPart part in values)
{
part.Inventory.ForceInventoryPersistence();
}
}
/// <summary>
/// Start the scripts contained in all the prims in this group.
/// </summary>
public void CreateScriptInstances(int startParam, bool postOnRez,
string engine, int stateSource)
{
// Don't start scripts if they're turned off in the region!
if (!m_scene.RegionInfo.RegionSettings.DisableScripts)
{
foreach (SceneObjectPart part in m_parts.Values)
{
part.Inventory.CreateScriptInstances(startParam, postOnRez, engine, stateSource);
}
}
}
/// <summary>
/// Stop the scripts contained in all the prims in this group
/// </summary>
public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
{
lockPartsForRead(true);
List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
lockPartsForRead(false);
foreach (SceneObjectPart part in values)
{
part.Inventory.RemoveScriptInstances(sceneObjectBeingDeleted);
}
}
/// <summary>
///
/// </summary>
/// <param name="remoteClient"></param>
/// <param name="localID"></param>
public bool GetPartInventoryFileName(IClientAPI remoteClient, uint localID)
{
SceneObjectPart part = GetChildPart(localID);
if (part != null)
{
return part.Inventory.GetInventoryFileName(remoteClient, localID);
}
else
{
m_log.ErrorFormat(
"[PRIM INVENTORY]: " +
"Couldn't find part {0} in object group {1}, {2} to retreive prim inventory",
localID, Name, UUID);
}
return false;
}
/// <summary>
/// Return serialized inventory metadata for the given constituent prim
/// </summary>
/// <param name="localID"></param>
/// <param name="xferManager"></param>
public void RequestInventoryFile(IClientAPI client, uint localID, IXfer xferManager)
{
SceneObjectPart part = GetChildPart(localID);
if (part != null)
{
part.Inventory.RequestInventoryFile(client, xferManager);
}
else
{
m_log.ErrorFormat(
"[PRIM INVENTORY]: " +
"Couldn't find part {0} in object group {1}, {2} to request inventory data",
localID, Name, UUID);
}
}
/// <summary>
/// Add an inventory item to a prim in this group.
/// </summary>
/// <param name="remoteClient"></param>
/// <param name="localID"></param>
/// <param name="item"></param>
/// <param name="copyItemID">The item UUID that should be used by the new item.</param>
/// <returns></returns>
public bool AddInventoryItem(IClientAPI remoteClient, uint localID,
InventoryItemBase item, UUID copyItemID)
{
UUID newItemId = (copyItemID != UUID.Zero) ? copyItemID : item.ID;
SceneObjectPart part = GetChildPart(localID);
if (part != null)
{
TaskInventoryItem taskItem = new TaskInventoryItem();
taskItem.ItemID = newItemId;
taskItem.AssetID = item.AssetID;
taskItem.Name = item.Name;
taskItem.Description = item.Description;
taskItem.OwnerID = part.OwnerID; // Transfer ownership
taskItem.CreatorID = item.CreatorIdAsUuid;
taskItem.Type = item.AssetType;
taskItem.InvType = item.InvType;
if (remoteClient != null &&
remoteClient.AgentId != part.OwnerID &&
m_scene.Permissions.PropagatePermissions())
{
taskItem.BasePermissions = item.BasePermissions &
item.NextPermissions;
taskItem.CurrentPermissions = item.CurrentPermissions &
item.NextPermissions;
taskItem.EveryonePermissions = item.EveryOnePermissions &
item.NextPermissions;
taskItem.GroupPermissions = item.GroupPermissions &
item.NextPermissions;
taskItem.NextPermissions = item.NextPermissions;
// We're adding this to a prim we don't own. Force
// owner change
taskItem.CurrentPermissions |= 16; // Slam
}
else
{
taskItem.BasePermissions = item.BasePermissions;
taskItem.CurrentPermissions = item.CurrentPermissions;
taskItem.EveryonePermissions = item.EveryOnePermissions;
taskItem.GroupPermissions = item.GroupPermissions;
taskItem.NextPermissions = item.NextPermissions;
}
taskItem.Flags = item.Flags;
// TODO: These are pending addition of those fields to TaskInventoryItem
// taskItem.SalePrice = item.SalePrice;
// taskItem.SaleType = item.SaleType;
taskItem.CreationDate = (uint)item.CreationDate;
bool addFromAllowedDrop = false;
if (remoteClient!=null)
{
addFromAllowedDrop = remoteClient.AgentId != part.OwnerID;
}
part.Inventory.AddInventoryItem(taskItem, addFromAllowedDrop);
return true;
}
else
{
m_log.ErrorFormat(
"[PRIM INVENTORY]: " +
"Couldn't find prim local ID {0} in group {1}, {2} to add inventory item ID {3}",
localID, Name, UUID, newItemId);
}
return false;
}
/// <summary>
/// Returns an existing inventory item. Returns the original, so any changes will be live.
/// </summary>
/// <param name="primID"></param>
/// <param name="itemID"></param>
/// <returns>null if the item does not exist</returns>
public TaskInventoryItem GetInventoryItem(uint primID, UUID itemID)
{
SceneObjectPart part = GetChildPart(primID);
if (part != null)
{
return part.Inventory.GetInventoryItem(itemID);
}
else
{
m_log.ErrorFormat(
"[PRIM INVENTORY]: " +
"Couldn't find prim local ID {0} in prim {1}, {2} to get inventory item ID {3}",
primID, part.Name, part.UUID, itemID);
}
return null;
}
/// <summary>
/// Update an existing inventory item.
/// </summary>
/// <param name="item">The updated item. An item with the same id must already exist
/// in this prim's inventory</param>
/// <returns>false if the item did not exist, true if the update occurred succesfully</returns>
public bool UpdateInventoryItem(TaskInventoryItem item)
{
SceneObjectPart part = GetChildPart(item.ParentPartID);
if (part != null)
{
part.Inventory.UpdateInventoryItem(item);
return true;
}
else
{
m_log.ErrorFormat(
"[PRIM INVENTORY]: " +
"Couldn't find prim ID {0} to update item {1}, {2}",
item.ParentPartID, item.Name, item.ItemID);
}
return false;
}
public int RemoveInventoryItem(uint localID, UUID itemID)
{
SceneObjectPart part = GetChildPart(localID);
if (part != null)
{
int type = part.Inventory.RemoveInventoryItem(itemID);
return type;
}
return -1;
}
public uint GetEffectivePermissions()
{
uint perms=(uint)(PermissionMask.Modify |
PermissionMask.Copy |
PermissionMask.Move |
PermissionMask.Transfer) | 7;
uint ownerMask = 0x7fffffff;
foreach (SceneObjectPart part in m_parts.Values)
{
ownerMask &= part.OwnerMask;
perms &= part.Inventory.MaskEffectivePermissions();
}
if ((ownerMask & (uint)PermissionMask.Modify) == 0)
perms &= ~(uint)PermissionMask.Modify;
if ((ownerMask & (uint)PermissionMask.Copy) == 0)
perms &= ~(uint)PermissionMask.Copy;
if ((ownerMask & (uint)PermissionMask.Transfer) == 0)
perms &= ~(uint)PermissionMask.Transfer;
// If root prim permissions are applied here, this would screw
// with in-inventory manipulation of the next owner perms
// in a major way. So, let's move this to the give itself.
// Yes. I know. Evil.
// if ((ownerMask & RootPart.NextOwnerMask & (uint)PermissionMask.Modify) == 0)
// perms &= ~((uint)PermissionMask.Modify >> 13);
// if ((ownerMask & RootPart.NextOwnerMask & (uint)PermissionMask.Copy) == 0)
// perms &= ~((uint)PermissionMask.Copy >> 13);
// if ((ownerMask & RootPart.NextOwnerMask & (uint)PermissionMask.Transfer) == 0)
// perms &= ~((uint)PermissionMask.Transfer >> 13);
return perms;
}
public void ApplyNextOwnerPermissions()
{
foreach (SceneObjectPart part in m_parts.Values)
{
part.ApplyNextOwnerPermissions();
}
}
public string GetStateSnapshot()
{
Dictionary<UUID, string> states = new Dictionary<UUID, string>();
foreach (SceneObjectPart part in m_parts.Values)
{
foreach (KeyValuePair<UUID, string> s in part.Inventory.GetScriptStates())
states[s.Key] = s.Value;
}
if (states.Count < 1)
return "";
XmlDocument xmldoc = new XmlDocument();
XmlNode xmlnode = xmldoc.CreateNode(XmlNodeType.XmlDeclaration,
"", "");
xmldoc.AppendChild(xmlnode);
XmlElement rootElement = xmldoc.CreateElement("", "ScriptData",
"");
xmldoc.AppendChild(rootElement);
XmlElement wrapper = xmldoc.CreateElement("", "ScriptStates",
"");
rootElement.AppendChild(wrapper);
foreach (KeyValuePair<UUID, string> state in states)
{
XmlDocument sdoc = new XmlDocument();
sdoc.LoadXml(state.Value);
XmlNodeList rootL = sdoc.GetElementsByTagName("State");
XmlNode rootNode = rootL[0];
XmlNode newNode = xmldoc.ImportNode(rootNode, true);
wrapper.AppendChild(newNode);
}
return xmldoc.InnerXml;
}
public void SetState(string objXMLData, IScene ins)
{
if (!(ins is Scene))
return;
Scene s = (Scene)ins;
if (objXMLData == String.Empty)
return;
IScriptModule scriptModule = null;
foreach (IScriptModule sm in s.RequestModuleInterfaces<IScriptModule>())
{
if (sm.ScriptEngineName == s.DefaultScriptEngine)
scriptModule = sm;
else if (scriptModule == null)
scriptModule = sm;
}
if (scriptModule == null)
return;
XmlDocument doc = new XmlDocument();
try
{
doc.LoadXml(objXMLData);
}
catch (Exception) // (System.Xml.XmlException)
{
// We will get here if the XML is invalid or in unit
// tests. Really should determine which it is and either
// fail silently or log it
// Fail silently, for now.
// TODO: Fix this
//
return;
}
XmlNodeList rootL = doc.GetElementsByTagName("ScriptData");
if (rootL.Count != 1)
return;
XmlElement rootE = (XmlElement)rootL[0];
XmlNodeList dataL = rootE.GetElementsByTagName("ScriptStates");
if (dataL.Count != 1)
return;
XmlElement dataE = (XmlElement)dataL[0];
foreach (XmlNode n in dataE.ChildNodes)
{
XmlElement stateE = (XmlElement)n;
UUID itemID = new UUID(stateE.GetAttribute("UUID"));
scriptModule.SetXMLState(itemID, n.OuterXml);
}
}
public void ResumeScripts()
{
if (m_scene.RegionInfo.RegionSettings.DisableScripts)
return;
foreach (SceneObjectPart part in m_parts.Values)
{
part.Inventory.ResumeScripts();
}
}
}
}
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