12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091929394959697989910010110210310410510610710810911011111211311411511611711811912012112212312412512612712812913013113213313413513613713813914014114214314414514614714814915015115215315415515615715815916016116216316416516616716816917017117217317417517617717817918018118218318418518618718818919019119219319419519619719819920020120220320420520620720820921021121221321421521621721821922022122222322422522622722822923023123223323423523623723823924024124224324424524624724824925025125225325425525625725825926026126226326426526626726826927027127227327427527627727827928028128228328428528628728828929029129229329429529629729829930030130230330430530630730830931031131231331431531631731831932032132232332432532632732832933033133233333433533633733833934034134234334434534634734834935035135235335435535635735835936036136236336436536636736836937037137237337437537637737837938038138238338438538638738838939039139239339439539639739839940040140240340440540640740840941041141241341441541641741841942042142242342442542642742842943043143243343443543643743843944044144244344444544644744844945045145245345445545645745845946046146246346446546646746846947047147247347447547647747847948048148248348448548648748848949049149249349449549649749849950050150250350450550650750850951051151251351451551651751851952052152252352452552652752852953053153253353453553653753853954054154254354454554654754854955055155255355455555655755855956056156256356456556656756856957057157257357457557657757857958058158258358458558658758858959059159259359459559659759859960060160260360460560660760860961061161261361461561661761861962062162262362462562662762862963063163263363463563663763863964064164264364464564664764864965065165265365465565665765865966066166266366466566666766866967067167267367467567667767867968068168268368468568668768868969069169269369469569669769869970070170270370470570670770870971071171271371471571671771871972072172272372472572672772872973073173273373473573673773873974074174274374474574674774874975075175275375475575675775875976076176276376476576676776876977077177277377477577677777877978078178278378478578678778878979079179279379479579679779879980080180280380480580680780880981081181281381481581681781881982082182282382482582682782882983083183283383483583683783883984084184284384484584684784884985085185285385485585685785885986086186286386486586686786886987087187287387487587687787887988088188288388488588688788888989089189289389489589689789889990090190290390490590690790890991091191291391491591691791891992092192292392492592692792892993093193293393493593693793893994094194294394494594694794894995095195295395495595695795895996096196296396496596696796896997097197297397497597697797897998098198298398498598698798898999099199299399499599699799899910001001100210031004100510061007100810091010101110121013101410151016101710181019102010211022102310241025102610271028102910301031103210331034103510361037103810391040104110421043104410451046104710481049105010511052105310541055105610571058105910601061106210631064106510661067106810691070107110721073107410751076107710781079108010811082108310841085108610871088108910901091109210931094109510961097109810991100110111021103110411051106110711081109111011111112111311141115111611171118111911201121112211231124112511261127112811291130113111321133113411351136113711381139114011411142114311441145114611471148114911501151115211531154115511561157115811591160116111621163116411651166116711681169117011711172117311741175117611771178117911801181118211831184118511861187118811891190119111921193119411951196119711981199120012011202120312041205120612071208120912101211121212131214121512161217121812191220122112221223122412251226122712281229123012311232123312341235123612371238123912401241124212431244124512461247124812491250125112521253125412551256125712581259126012611262126312641265126612671268126912701271127212731274127512761277127812791280128112821283128412851286128712881289129012911292129312941295129612971298129913001301130213031304130513061307130813091310131113121313131413151316131713181319132013211322132313241325132613271328132913301331133213331334133513361337133813391340 |
- /*
- * 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.Net;
- using System.Xml;
- using System.Reflection;
- using System.Text;
- using System.Threading;
- using OpenSim.Framework;
- using OpenSim.Framework.Capabilities;
- using OpenSim.Framework.Client;
- using OpenSim.Region.Framework.Interfaces;
- using OpenSim.Region.Framework.Scenes;
- using OpenSim.Region.Framework.Scenes.Serialization;
- using OpenSim.Services.Interfaces;
- using GridRegion = OpenSim.Services.Interfaces.GridRegion;
- using OpenMetaverse;
- using log4net;
- using Nini.Config;
- using Mono.Addins;
- using PermissionMask = OpenSim.Framework.PermissionMask;
- namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
- {
- [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "BasicInventoryAccessModule")]
- public class BasicInventoryAccessModule : INonSharedRegionModule, IInventoryAccessModule
- {
- private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- protected bool m_Enabled = false;
- protected Scene m_Scene;
- protected IUserManagement m_UserManagement;
- protected IUserManagement UserManagementModule
- {
- get
- {
- if (m_UserManagement == null)
- m_UserManagement = m_Scene.RequestModuleInterface<IUserManagement>();
- return m_UserManagement;
- }
- }
- public bool CoalesceMultipleObjectsToInventory { get; set; }
- #region INonSharedRegionModule
- public Type ReplaceableInterface
- {
- get { return null; }
- }
- public virtual string Name
- {
- get { return "BasicInventoryAccessModule"; }
- }
- public virtual void Initialise(IConfigSource source)
- {
- IConfig moduleConfig = source.Configs["Modules"];
- if (moduleConfig != null)
- {
- string name = moduleConfig.GetString("InventoryAccessModule", "");
- if (name == Name)
- {
- m_Enabled = true;
- InitialiseCommon(source);
- m_log.InfoFormat("[INVENTORY ACCESS MODULE]: {0} enabled.", Name);
- }
- }
- }
- /// <summary>
- /// Common module config for both this and descendant classes.
- /// </summary>
- /// <param name="source"></param>
- protected virtual void InitialiseCommon(IConfigSource source)
- {
- IConfig inventoryConfig = source.Configs["Inventory"];
- if (inventoryConfig != null)
- CoalesceMultipleObjectsToInventory
- = inventoryConfig.GetBoolean("CoalesceMultipleObjectsToInventory", true);
- else
- CoalesceMultipleObjectsToInventory = true;
- }
- public virtual void PostInitialise()
- {
- }
- public virtual void AddRegion(Scene scene)
- {
- if (!m_Enabled)
- return;
- m_Scene = scene;
- scene.RegisterModuleInterface<IInventoryAccessModule>(this);
- scene.EventManager.OnNewClient += OnNewClient;
- }
- protected virtual void OnNewClient(IClientAPI client)
- {
- client.OnCreateNewInventoryItem += CreateNewInventoryItem;
- }
- public virtual void Close()
- {
- if (!m_Enabled)
- return;
- }
- public virtual void RemoveRegion(Scene scene)
- {
- if (!m_Enabled)
- return;
- m_Scene = null;
- }
- public virtual void RegionLoaded(Scene scene)
- {
- if (!m_Enabled)
- return;
- }
- #endregion
- #region Inventory Access
- /// <summary>
- /// Create a new inventory item. Called when the client creates a new item directly within their
- /// inventory (e.g. by selecting a context inventory menu option).
- /// </summary>
- /// <param name="remoteClient"></param>
- /// <param name="transactionID"></param>
- /// <param name="folderID"></param>
- /// <param name="callbackID"></param>
- /// <param name="description"></param>
- /// <param name="name"></param>
- /// <param name="invType"></param>
- /// <param name="type"></param>
- /// <param name="wearableType"></param>
- /// <param name="nextOwnerMask"></param>
- public void CreateNewInventoryItem(IClientAPI remoteClient, UUID transactionID, UUID folderID,
- uint callbackID, string description, string name, sbyte invType,
- sbyte assetType, byte wearableType,
- uint nextOwnerMask, int creationDate)
- {
- m_log.DebugFormat("[INVENTORY ACCESS MODULE]: Received request to create inventory item {0} in folder {1}, transactionID {2}", name,
- folderID, transactionID);
- if (!m_Scene.Permissions.CanCreateUserInventory(invType, remoteClient.AgentId))
- return;
- InventoryFolderBase folder = m_Scene.InventoryService.GetFolder(remoteClient.AgentId, folderID);
- if (folder == null && Enum.IsDefined(typeof(FolderType), (sbyte)invType))
- {
- folder = m_Scene.InventoryService.GetFolderForType(remoteClient.AgentId, (FolderType)invType);
- if (folder != null)
- m_log.DebugFormat("[INVENTORY ACCESS MODULE]: Requested folder not found but found folder for type {0}", invType);
- }
- if (folder == null || folder.Owner != remoteClient.AgentId)
- return;
- if (transactionID != UUID.Zero)
- {
- IAgentAssetTransactions agentTransactions = m_Scene.AgentTransactionsModule;
- if (agentTransactions != null)
- {
- if (agentTransactions.HandleItemCreationFromTransaction(
- remoteClient, transactionID, folderID, callbackID, description,
- name, invType, assetType, wearableType, nextOwnerMask))
- return;
- }
- }
- ScenePresence presence;
- if (m_Scene.TryGetScenePresence(remoteClient.AgentId, out presence))
- {
- byte[] data = null;
- uint everyonemask = 0;
- uint groupmask = 0;
- if (invType == (sbyte)InventoryType.Landmark && presence != null)
- {
- string suffix = string.Empty, prefix = string.Empty;
- string strdata = GenerateLandmark(presence, out prefix, out suffix);
- data = Encoding.ASCII.GetBytes(strdata);
- name = prefix + name;
- description += suffix;
- groupmask = (uint)PermissionMask.AllAndExport;
- everyonemask = (uint)(PermissionMask.AllAndExport & ~PermissionMask.Modify);
- }
- AssetBase asset = m_Scene.CreateAsset(name, description, assetType, data, remoteClient.AgentId);
- m_Scene.AssetService.Store(asset);
- m_Scene.CreateNewInventoryItem(
- remoteClient, remoteClient.AgentId.ToString(), string.Empty, folderID,
- name, description, 0, callbackID, asset.FullID, asset.Type, invType,
- (uint)PermissionMask.AllAndExport, // Base
- (uint)PermissionMask.AllAndExport, // Current
- everyonemask,
- nextOwnerMask, groupmask, creationDate, false); // Data from viewer
- }
- else
- {
- m_log.ErrorFormat(
- "[INVENTORY ACCESS MODULE]: ScenePresence for agent uuid {0} unexpectedly not found in CreateNewInventoryItem",
- remoteClient.AgentId);
- }
- }
- protected virtual string GenerateLandmark(ScenePresence presence, out string prefix, out string suffix)
- {
- prefix = string.Empty;
- suffix = string.Empty;
- Vector3 pos = presence.AbsolutePosition;
- return String.Format("Landmark version 2\nregion_id {0}\nlocal_pos {1} {2} {3}\nregion_handle {4}\n",
- presence.Scene.RegionInfo.RegionID,
- pos.X, pos.Y, pos.Z,
- presence.RegionHandle);
- }
- /// <summary>
- /// Capability originating call to update the asset of an item in an agent's inventory
- /// </summary>
- /// <param name="remoteClient"></param>
- /// <param name="itemID"></param>
- /// <param name="data"></param>
- /// <returns></returns>
- public virtual UUID CapsUpdateInventoryItemAsset(IClientAPI remoteClient, UUID itemID, byte[] data)
- {
- InventoryItemBase item = m_Scene.InventoryService.GetItem(remoteClient.AgentId, itemID);
- if (item == null)
- {
- m_log.ErrorFormat(
- "[INVENTORY ACCESS MODULE]: Could not find item {0} for caps inventory update", itemID);
- return UUID.Zero;
- }
- if (item.Owner != remoteClient.AgentId)
- return UUID.Zero;
- if ((InventoryType)item.InvType == InventoryType.Notecard)
- {
- if (!m_Scene.Permissions.CanEditNotecard(itemID, UUID.Zero, remoteClient.AgentId))
- {
- remoteClient.SendAgentAlertMessage("Insufficient permissions to edit notecard", false);
- return UUID.Zero;
- }
- remoteClient.SendAlertMessage("Notecard saved");
- }
- else if ((InventoryType)item.InvType == InventoryType.LSL)
- {
- if (!m_Scene.Permissions.CanEditScript(itemID, UUID.Zero, remoteClient.AgentId))
- {
- remoteClient.SendAgentAlertMessage("Insufficient permissions to edit script", false);
- return UUID.Zero;
- }
- remoteClient.SendAlertMessage("Script saved");
- }
- else if ((CustomInventoryType)item.InvType == CustomInventoryType.AnimationSet)
- {
- AnimationSet animSet = new AnimationSet(data);
- uint res = animSet.Validate(x => {
- const int required = (int)(PermissionMask.Transfer | PermissionMask.Copy);
- int perms = m_Scene.InventoryService.GetAssetPermissions(remoteClient.AgentId, x);
- // enforce previus perm rule
- if ((perms & required) != required)
- return 0;
- return (uint) perms;
- });
- if(res == 0)
- {
- remoteClient.SendAgentAlertMessage("Not enought permissions on asset(s) referenced by animation set '{0}', update failed", false);
- return UUID.Zero;
- }
- }
- AssetBase asset =
- CreateAsset(item.Name, item.Description, (sbyte)item.AssetType, data, remoteClient.AgentId.ToString());
- item.AssetID = asset.FullID;
- m_Scene.AssetService.Store(asset);
- m_Scene.InventoryService.UpdateItem(item);
- // remoteClient.SendInventoryItemCreateUpdate(item);
- return (asset.FullID);
- }
- public virtual bool UpdateInventoryItemAsset(UUID ownerID, InventoryItemBase item, AssetBase asset)
- {
- if (item != null && item.Owner == ownerID && asset != null)
- {
- // m_log.DebugFormat(
- // "[INVENTORY ACCESS MODULE]: Updating item {0} {1} with new asset {2}",
- // item.Name, item.ID, asset.ID);
- m_Scene.AssetService.Store(asset);
- m_Scene.InventoryService.UpdateItem(item);
- return true;
- }
- else
- {
- m_log.ErrorFormat("[INVENTORY ACCESS MODULE]: Given invalid item for inventory update: {0}",
- (item == null || asset == null? "null item or asset" : "wrong owner"));
- return false;
- }
- }
- public virtual List<InventoryItemBase> CopyToInventory(
- DeRezAction action, UUID folderID,
- List<SceneObjectGroup> objectGroups, IClientAPI remoteClient, bool asAttachment)
- {
- List<InventoryItemBase> copiedItems = new List<InventoryItemBase>();
- Dictionary<UUID, List<SceneObjectGroup>> bundlesToCopy = new Dictionary<UUID, List<SceneObjectGroup>>();
- if (CoalesceMultipleObjectsToInventory)
- {
- // The following code groups the SOG's by owner. No objects
- // belonging to different people can be coalesced, for obvious
- // reasons.
- foreach (SceneObjectGroup g in objectGroups)
- {
- if (!bundlesToCopy.ContainsKey(g.OwnerID))
- bundlesToCopy[g.OwnerID] = new List<SceneObjectGroup>();
- bundlesToCopy[g.OwnerID].Add(g);
- }
- }
- else
- {
- // If we don't want to coalesce then put every object in its own bundle.
- foreach (SceneObjectGroup g in objectGroups)
- {
- List<SceneObjectGroup> bundle = new List<SceneObjectGroup>();
- bundle.Add(g);
- bundlesToCopy[g.UUID] = bundle;
- }
- }
- // m_log.DebugFormat(
- // "[INVENTORY ACCESS MODULE]: Copying {0} object bundles to folder {1} action {2} for {3}",
- // bundlesToCopy.Count, folderID, action, remoteClient.Name);
- // Each iteration is really a separate asset being created,
- // with distinct destinations as well.
- foreach (List<SceneObjectGroup> bundle in bundlesToCopy.Values)
- copiedItems.Add(CopyBundleToInventory(action, folderID, bundle, remoteClient, asAttachment));
- return copiedItems;
- }
- /// <summary>
- /// Copy a bundle of objects to inventory. If there is only one object, then this will create an object
- /// item. If there are multiple objects then these will be saved as a single coalesced item.
- /// </summary>
- /// <param name="action"></param>
- /// <param name="folderID"></param>
- /// <param name="objlist"></param>
- /// <param name="remoteClient"></param>
- /// <param name="asAttachment">Should be true if the bundle is being copied as an attachment. This prevents
- /// attempted serialization of any script state which would abort any operating scripts.</param>
- /// <returns>The inventory item created by the copy</returns>
- protected InventoryItemBase CopyBundleToInventory(
- DeRezAction action, UUID folderID, List<SceneObjectGroup> objlist, IClientAPI remoteClient,
- bool asAttachment)
- {
- CoalescedSceneObjects coa = new CoalescedSceneObjects(UUID.Zero);
- Dictionary<UUID, Vector3> originalPositions = new Dictionary<UUID, Vector3>();
- Dictionary<UUID, Quaternion> originalRotations = new Dictionary<UUID, Quaternion>();
- // this possible is not needed if keyframes are saved
- // Dictionary<UUID, KeyframeMotion> originalKeyframes = new Dictionary<UUID, KeyframeMotion>();
- foreach (SceneObjectGroup objectGroup in objlist)
- {
- if (objectGroup.RootPart.KeyframeMotion != null)
- {
- objectGroup.RootPart.KeyframeMotion.Suspend();
- }
- objectGroup.RootPart.SetForce(Vector3.Zero);
- objectGroup.RootPart.SetAngularImpulse(Vector3.Zero, false);
- // originalKeyframes[objectGroup.UUID] = objectGroup.RootPart.KeyframeMotion;
- // objectGroup.RootPart.KeyframeMotion = null;
- Vector3 inventoryStoredPosition = objectGroup.AbsolutePosition;
- originalPositions[objectGroup.UUID] = inventoryStoredPosition;
- Quaternion inventoryStoredRotation = objectGroup.GroupRotation;
- originalRotations[objectGroup.UUID] = inventoryStoredRotation;
- // Restore attachment data after trip through the sim
- if (objectGroup.AttachmentPoint > 0)
- {
- inventoryStoredPosition = objectGroup.RootPart.AttachedPos;
- inventoryStoredRotation = objectGroup.RootPart.AttachRotation;
- if (objectGroup.RootPart.Shape.PCode != (byte) PCode.Tree &&
- objectGroup.RootPart.Shape.PCode != (byte) PCode.NewTree)
- objectGroup.RootPart.Shape.LastAttachPoint = (byte)objectGroup.AttachmentPoint;
- }
- objectGroup.AbsolutePosition = inventoryStoredPosition;
- objectGroup.RootPart.RotationOffset = inventoryStoredRotation;
- // Make sure all bits but the ones we want are clear
- // on take.
- // This will be applied to the current perms, so
- // it will do what we want.
- objectGroup.RootPart.NextOwnerMask &=
- ((uint)PermissionMask.Copy |
- (uint)PermissionMask.Transfer |
- (uint)PermissionMask.Modify |
- (uint)PermissionMask.Export);
- objectGroup.RootPart.NextOwnerMask |=
- (uint)PermissionMask.Move;
- coa.Add(objectGroup);
- }
- string itemXml;
- // If we're being called from a script, then trying to serialize that same script's state will not complete
- // in any reasonable time period. Therefore, we'll avoid it. The worst that can happen is that if
- // the client/server crashes rather than logging out normally, the attachment's scripts will resume
- // without state on relog. Arguably, this is what we want anyway.
- if (objlist.Count > 1)
- itemXml = CoalescedSceneObjectsSerializer.ToXml(coa, !asAttachment);
- else
- itemXml = SceneObjectSerializer.ToOriginalXmlFormat(objlist[0], !asAttachment);
- // Restore the position of each group now that it has been stored to inventory.
- foreach (SceneObjectGroup objectGroup in objlist)
- {
- objectGroup.AbsolutePosition = originalPositions[objectGroup.UUID];
- objectGroup.RootPart.RotationOffset = originalRotations[objectGroup.UUID];
- // objectGroup.RootPart.KeyframeMotion = originalKeyframes[objectGroup.UUID];
- if (objectGroup.RootPart.KeyframeMotion != null)
- objectGroup.RootPart.KeyframeMotion.Resume();
- }
- InventoryItemBase item = CreateItemForObject(action, remoteClient, objlist[0], folderID);
- // m_log.DebugFormat(
- // "[INVENTORY ACCESS MODULE]: Created item is {0}",
- // item != null ? item.ID.ToString() : "NULL");
- if (item == null)
- return null;
- item.CreatorId = objlist[0].RootPart.CreatorID.ToString();
- item.CreatorData = objlist[0].RootPart.CreatorData;
- if (objlist.Count > 1)
- {
- item.Flags = (uint)InventoryItemFlags.ObjectHasMultipleItems;
- // If the objects have different creators then don't specify a creator at all
- foreach (SceneObjectGroup objectGroup in objlist)
- {
- if ((objectGroup.RootPart.CreatorID.ToString() != item.CreatorId)
- || (objectGroup.RootPart.CreatorData.ToString() != item.CreatorData))
- {
- item.CreatorId = UUID.Zero.ToString();
- item.CreatorData = string.Empty;
- break;
- }
- }
- }
- else
- {
- item.SaleType = objlist[0].RootPart.ObjectSaleType;
- item.SalePrice = objlist[0].RootPart.SalePrice;
- }
- string name = objlist[0].RootPart.Name;
- string desc = objlist[0].RootPart.Description;
- AssetBase asset = CreateAsset(
- name, desc,
- (sbyte)AssetType.Object,
- Utils.StringToBytes(itemXml),
- objlist[0].OwnerID.ToString());
- m_Scene.AssetService.Store(asset);
- item.Description = desc;
- item.Name = name;
- item.AssetType = (int)AssetType.Object;
- item.AssetID = asset.FullID;
- if (action == DeRezAction.SaveToExistingUserInventoryItem)
- {
- m_Scene.InventoryService.UpdateItem(item);
- }
- else
- {
- bool isowner = remoteClient != null && item.Owner == remoteClient.AgentId;
- if(action == DeRezAction.Return)
- AddPermissions(item, objlist[0], objlist, null);
- else if(action == DeRezAction.Delete && !isowner)
- AddPermissions(item, objlist[0], objlist, null);
- else
- AddPermissions(item, objlist[0], objlist, remoteClient);
- m_Scene.AddInventoryItem(item);
- if (isowner)
- {
- remoteClient.SendInventoryItemCreateUpdate(item, 0);
- }
- else
- {
- ScenePresence notifyUser = m_Scene.GetScenePresence(item.Owner);
- if (notifyUser != null)
- {
- notifyUser.ControllingClient.SendInventoryItemCreateUpdate(item, 0);
- }
- }
- }
- // This is a hook to do some per-asset post-processing for subclasses that need that
- if (remoteClient != null && action != DeRezAction.Delete)
- ExportAsset(remoteClient.AgentId, asset.FullID);
- return item;
- }
- protected virtual void ExportAsset(UUID agentID, UUID assetID)
- {
- // nothing to do here
- }
- /// <summary>
- /// Add relevant permissions for an object to the item.
- /// </summary>
- /// <param name="item"></param>
- /// <param name="so"></param>
- /// <param name="objsForEffectivePermissions"></param>
- /// <param name="remoteClient"></param>
- /// <returns></returns>
- protected InventoryItemBase AddPermissions(
- InventoryItemBase item, SceneObjectGroup so, List<SceneObjectGroup> objsForEffectivePermissions,
- IClientAPI remoteClient)
- {
- uint effectivePerms = (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify | PermissionMask.Move | PermissionMask.Export | PermissionMask.FoldedMask);
-
- foreach (SceneObjectGroup grp in objsForEffectivePermissions)
- {
- effectivePerms &= grp.CurrentAndFoldedNextPermissions();
- }
-
- if (remoteClient != null && (remoteClient.AgentId != so.RootPart.OwnerID) && m_Scene.Permissions.PropagatePermissions())
- {
- // apply parts inventory items next owner
- PermissionsUtil.ApplyNoModFoldedPermissions(effectivePerms, ref effectivePerms);
- // change to next owner
- uint basePerms = effectivePerms & so.RootPart.NextOwnerMask;
- // fix and update folded
- basePerms = PermissionsUtil.FixAndFoldPermissions(basePerms);
-
- item.BasePermissions = basePerms;
- item.CurrentPermissions = basePerms;
- item.NextPermissions = basePerms & so.RootPart.NextOwnerMask;
- item.EveryOnePermissions = basePerms & so.RootPart.EveryoneMask;
- item.GroupPermissions = basePerms & so.RootPart.GroupMask;
- // apply next owner perms on rez
- item.Flags |= (uint)InventoryItemFlags.ObjectSlamPerm;
- }
- else
- {
- item.BasePermissions = effectivePerms;
- item.CurrentPermissions = effectivePerms;
- item.NextPermissions = so.RootPart.NextOwnerMask & effectivePerms;
- item.EveryOnePermissions = so.RootPart.EveryoneMask & effectivePerms;
- item.GroupPermissions = so.RootPart.GroupMask & effectivePerms;
- item.CurrentPermissions &=
- ((uint)PermissionMask.Copy |
- (uint)PermissionMask.Transfer |
- (uint)PermissionMask.Modify |
- (uint)PermissionMask.Move |
- (uint)PermissionMask.Export |
- (uint)PermissionMask.FoldedMask); // Preserve folded permissions ??
- }
-
- return item;
- }
- /// <summary>
- /// Create an item using details for the given scene object.
- /// </summary>
- /// <param name="action"></param>
- /// <param name="remoteClient"></param>
- /// <param name="so"></param>
- /// <param name="folderID"></param>
- /// <returns></returns>
- protected InventoryItemBase CreateItemForObject(
- DeRezAction action, IClientAPI remoteClient, SceneObjectGroup so, UUID folderID)
- {
- // m_log.DebugFormat(
- // "[BASIC INVENTORY ACCESS MODULE]: Creating item for object {0} {1} for folder {2}, action {3}",
- // so.Name, so.UUID, folderID, action);
- //
- // Get the user info of the item destination
- //
- UUID userID = UUID.Zero;
- if (action == DeRezAction.Take || action == DeRezAction.TakeCopy ||
- action == DeRezAction.SaveToExistingUserInventoryItem)
- {
- // Take or take copy require a taker
- // Saving changes requires a local user
- //
- if (remoteClient == null)
- return null;
- userID = remoteClient.AgentId;
- // m_log.DebugFormat(
- // "[INVENTORY ACCESS MODULE]: Target of {0} in CreateItemForObject() is {1} {2}",
- // action, remoteClient.Name, userID);
- }
- else if (so.RootPart.OwnerID == so.RootPart.GroupID)
- {
- // Group owned objects go to the last owner before the object was transferred.
- userID = so.RootPart.LastOwnerID;
- }
- else
- {
- // Other returns / deletes go to the object owner
- //
- userID = so.RootPart.OwnerID;
- // m_log.DebugFormat(
- // "[INVENTORY ACCESS MODULE]: Target of {0} in CreateItemForObject() is object owner {1}",
- // action, userID);
- }
- if (userID == UUID.Zero) // Can't proceed
- {
- return null;
- }
- InventoryItemBase item = null;
- if (DeRezAction.SaveToExistingUserInventoryItem == action)
- {
- item = m_Scene.InventoryService.GetItem(userID, so.RootPart.FromUserInventoryItemID);
- //item = userInfo.RootFolder.FindItem(
- // objectGroup.RootPart.FromUserInventoryItemID);
- if (item == null)
- {
- m_log.DebugFormat(
- "[INVENTORY ACCESS MODULE]: Object {0} {1} scheduled for save to inventory has already been deleted.",
- so.Name, so.UUID);
- return null;
- }
- return item;
- }
- // Folder magic
- //
- // If we're returning someone's item, it goes back to the
- // owner's Lost And Found folder.
- // Delete is treated like return in this case
- // Deleting your own items makes them go to trash
- //
- InventoryFolderBase folder = null;
- if (action == DeRezAction.Delete)
- {
- // Deleting someone else's item
- //
- if (remoteClient == null ||
- so.OwnerID != remoteClient.AgentId)
- {
- folder = m_Scene.InventoryService.GetFolderForType(userID, FolderType.LostAndFound);
- }
- else
- {
- folder = m_Scene.InventoryService.GetFolderForType(userID, FolderType.Trash);
- }
- }
- else if (action == DeRezAction.Return)
- {
- // Dump to lost + found unconditionally
- //
- folder = m_Scene.InventoryService.GetFolderForType(userID, FolderType.LostAndFound);
- }
- if (folderID == UUID.Zero && folder == null)
- {
- if (action == DeRezAction.Delete)
- {
- // Deletes go to trash by default
- //
- folder = m_Scene.InventoryService.GetFolderForType(userID, FolderType.Trash);
- }
- else
- {
- if (remoteClient == null || so.RootPart.OwnerID != remoteClient.AgentId)
- {
- // Taking copy of another person's item. Take to
- // Objects folder.
- folder = m_Scene.InventoryService.GetFolderForType(userID, FolderType.Object);
- so.FromFolderID = UUID.Zero;
- }
- else
- {
- // Catch all. Use lost & found
- //
- folder = m_Scene.InventoryService.GetFolderForType(userID, FolderType.LostAndFound);
- }
- }
- }
- if (action == DeRezAction.TakeCopy)
- folder = m_Scene.InventoryService.GetFolderForType(userID, FolderType.Object);
- else if (action == DeRezAction.Take)
- {
- // Override and put into where it came from, if it came
- // from anywhere in inventory and the owner is taking it back.
- if (so.FromFolderID != UUID.Zero && so.RootPart.OwnerID == remoteClient.AgentId)
- {
- folder = m_Scene.InventoryService.GetFolder(userID, so.FromFolderID);
- if(folder == null || folder.Type == (int)FolderType.Trash || folder.Type == (int)FolderType.LostAndFound)
- {
- folder = m_Scene.InventoryService.GetFolderForType(userID, FolderType.Object);
- }
- else
- {
- InventoryFolderBase parent = folder;
- while(true)
- {
- parent = m_Scene.InventoryService.GetFolder(userID, parent.ParentID);
- if (parent != null && parent.ParentID == UUID.Zero)
- break;
- if (parent == null || parent.Type == (int)FolderType.Trash || parent.Type == (int)FolderType.LostAndFound)
- {
- folder = m_Scene.InventoryService.GetFolderForType(userID, FolderType.Object);
- break;
- }
- }
- }
- }
- }
- if (folder == null) // None of the above
- {
- folder = new InventoryFolderBase(folderID);
- if (folder == null) // Nowhere to put it
- {
- return null;
- }
- }
- item = new InventoryItemBase();
- item.ID = UUID.Random();
- item.InvType = (int)InventoryType.Object;
- item.Folder = folder.ID;
- item.Owner = userID;
- item.CreationDate = Util.UnixTimeSinceEpoch();
- return item;
- }
- // compatibility do not use
- public virtual SceneObjectGroup RezObject(
- IClientAPI remoteClient, UUID itemID, Vector3 RayEnd, Vector3 RayStart,
- UUID RayTargetID, byte BypassRayCast, bool RayEndIsIntersection,
- bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment)
- {
- return RezObject(remoteClient, itemID, UUID.Zero, RayEnd, RayStart,
- RayTargetID, BypassRayCast, RayEndIsIntersection,
- RezSelected, RemoveItem, fromTaskID, attachment);
- }
- public virtual SceneObjectGroup RezObject(
- IClientAPI remoteClient, UUID itemID, UUID rezGroupID, Vector3 RayEnd, Vector3 RayStart,
- UUID RayTargetID, byte BypassRayCast, bool RayEndIsIntersection,
- bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment)
- {
- // m_log.DebugFormat("[INVENTORY ACCESS MODULE]: RezObject for {0}, item {1}", remoteClient.Name, itemID);
- InventoryItemBase item = m_Scene.InventoryService.GetItem(remoteClient.AgentId, itemID);
- if (item == null)
- {
- return null;
- }
- item.Owner = remoteClient.AgentId;
- return RezObject(
- remoteClient, item, rezGroupID, item.AssetID,
- RayEnd, RayStart, RayTargetID, BypassRayCast, RayEndIsIntersection,
- RezSelected, RemoveItem, fromTaskID, attachment);
- }
- // compatility
- public virtual SceneObjectGroup RezObject(
- IClientAPI remoteClient, InventoryItemBase item, UUID assetID, Vector3 RayEnd, Vector3 RayStart,
- UUID RayTargetID, byte BypassRayCast, bool RayEndIsIntersection,
- bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment)
- {
- return RezObject(remoteClient, item, UUID.Zero, assetID,
- RayEnd, RayStart, RayTargetID,
- BypassRayCast, RayEndIsIntersection,
- RezSelected, RemoveItem, fromTaskID, attachment);
- }
- public virtual SceneObjectGroup RezObject(
- IClientAPI remoteClient, InventoryItemBase item, UUID groupID, UUID assetID,
- Vector3 RayEnd, Vector3 RayStart, UUID RayTargetID,
- byte BypassRayCast, bool RayEndIsIntersection,
- bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment)
- {
- AssetBase rezAsset = m_Scene.AssetService.Get(assetID.ToString());
- if (rezAsset == null)
- {
- if (item != null)
- {
- m_log.WarnFormat(
- "[InventoryAccessModule]: Could not find asset {0} for item {1} {2} for {3} in RezObject()",
- assetID, item.Name, item.ID, remoteClient.Name);
- remoteClient.SendAgentAlertMessage(string.Format("Unable to rez: could not find asset {0} for item {1}.", assetID, item.Name), false);
- }
- else
- {
- m_log.WarnFormat(
- "[INVENTORY ACCESS MODULE]: Could not find asset {0} for {1} in RezObject()",
- assetID, remoteClient.Name);
- remoteClient.SendAgentAlertMessage(string.Format("Unable to rez: could not find asset {0}.", assetID), false);
- }
- return null;
- }
- if(rezAsset.Data == null || rezAsset.Data.Length == 0)
- {
- m_log.WarnFormat(
- "[INVENTORY ACCESS MODULE]: missing data in asset {0} to RezObject()",
- assetID, remoteClient.Name);
- remoteClient.SendAgentAlertMessage(string.Format("Unable to rez: missing data in asset {0} ", assetID), false);
- return null;
- }
- SceneObjectGroup group = null;
- List<SceneObjectGroup> objlist;
- List<Vector3> veclist;
- Vector3 bbox;
- float offsetHeight;
- byte bRayEndIsIntersection = (byte)(RayEndIsIntersection ? 1 : 0);
- Vector3 pos;
- bool single
- = m_Scene.GetObjectsToRez(
- rezAsset.Data, attachment, out objlist, out veclist, out bbox, out offsetHeight);
- if (single)
- {
- pos = m_Scene.GetNewRezLocation(
- RayStart, RayEnd, RayTargetID, Quaternion.Identity,
- BypassRayCast, bRayEndIsIntersection, true, bbox, false);
- pos.Z += offsetHeight;
- }
- else
- {
- pos = m_Scene.GetNewRezLocation(RayStart, RayEnd,
- RayTargetID, Quaternion.Identity,
- BypassRayCast, bRayEndIsIntersection, true,
- bbox, false);
- pos -= bbox / 2;
- }
- int primcount = 0;
- foreach (SceneObjectGroup g in objlist)
- primcount += g.PrimCount;
- if (!m_Scene.Permissions.CanRezObject(
- primcount, remoteClient.AgentId, pos)
- && !attachment)
- {
- // The client operates in no fail mode. It will
- // have already removed the item from the folder
- // if it's no copy.
- // Put it back if it's not an attachment
- //
- if (item != null)
- {
- if (((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0) && (!attachment))
- remoteClient.SendBulkUpdateInventory(item);
- }
- return null;
- }
- if (item != null && !DoPreRezWhenFromItem(remoteClient, item, objlist, pos, veclist, attachment))
- return null;
- for (int i = 0; i < objlist.Count; i++)
- {
- group = objlist[i];
- SceneObjectPart rootPart = group.RootPart;
- // m_log.DebugFormat(
- // "[INVENTORY ACCESS MODULE]: Preparing to rez {0} {1} {2} ownermask={3:X} nextownermask={4:X} groupmask={5:X} everyonemask={6:X} for {7}",
- // group.Name, group.LocalId, group.UUID,
- // group.RootPart.OwnerMask, group.RootPart.NextOwnerMask, group.RootPart.GroupMask, group.RootPart.EveryoneMask,
- // remoteClient.Name);
- // Vector3 storedPosition = group.AbsolutePosition;
- if (group.UUID == UUID.Zero)
- {
- m_log.Debug("[INVENTORY ACCESS MODULE]: Object has UUID.Zero! Position 3");
- }
- // if this was previously an attachment and is now being rezzed,
- // save the old attachment info.
- if (group.IsAttachment == false && group.RootPart.Shape.State != 0)
- {
- group.RootPart.AttachedPos = group.AbsolutePosition;
- group.RootPart.Shape.LastAttachPoint = (byte)group.AttachmentPoint;
- }
- if (item == null)
- {
- // Change ownership. Normally this is done in DoPreRezWhenFromItem(), but in this case we must do it here.
- foreach (SceneObjectPart part in group.Parts)
- {
- // Make the rezzer the owner, as this is not necessarily set correctly in the serialized asset.
- part.LastOwnerID = part.OwnerID;
- part.OwnerID = remoteClient.AgentId;
- part.RezzerID = remoteClient.AgentId;
- }
- }
- group.ResetIDs();
- if (!attachment)
- {
- // If it's rezzed in world, select it. Much easier to
- // find small items.
- //
- foreach (SceneObjectPart part in group.Parts)
- {
- part.CreateSelected = true;
- }
- if (rootPart.Shape.PCode == (byte)PCode.Prim)
- group.ClearPartAttachmentData();
- }
- else
- {
- group.IsAttachment = true;
- }
- group.SetGroup(groupID, remoteClient);
- // If we're rezzing an attachment then don't ask
- // AddNewSceneObject() to update the client since
- // we'll be doing that later on. Scheduling more than
- // one full update during the attachment
- // process causes some clients to fail to display the
- // attachment properly.
- if (!attachment)
- {
- group.AbsolutePosition = pos + veclist[i];
- m_Scene.AddNewSceneObject(group, true, false);
- // Fire on_rez
- group.CreateScriptInstances(0, true, m_Scene.DefaultScriptEngine, 1);
- rootPart.ParentGroup.ResumeScripts();
- group.ScheduleGroupForFullAnimUpdate();
- }
- else
- m_Scene.AddNewSceneObject(group, true, false);
- // m_log.DebugFormat(
- // "[INVENTORY ACCESS MODULE]: Rezzed {0} {1} {2} ownermask={3:X} nextownermask={4:X} groupmask={5:X} everyonemask={6:X} for {7}",
- // group.Name, group.LocalId, group.UUID,
- // group.RootPart.OwnerMask, group.RootPart.NextOwnerMask, group.RootPart.GroupMask, group.RootPart.EveryoneMask,
- // remoteClient.Name);
- }
- // group.SetGroup(remoteClient.ActiveGroupId, remoteClient);
- if (item != null)
- DoPostRezWhenFromItem(item, attachment);
- return group;
- }
- /// <summary>
- /// Do pre-rez processing when the object comes from an item.
- /// </summary>
- /// <param name="remoteClient"></param>
- /// <param name="item"></param>
- /// <param name="objlist"></param>
- /// <param name="pos"></param>
- /// <param name="veclist">
- /// List of vector position adjustments for a coalesced objects. For ordinary objects
- /// this list will contain just Vector3.Zero. The order of adjustments must match the order of objlist
- /// </param>
- /// <param name="isAttachment"></param>
- /// <returns>true if we can processed with rezzing, false if we need to abort</returns>
- private bool DoPreRezWhenFromItem(
- IClientAPI remoteClient, InventoryItemBase item, List<SceneObjectGroup> objlist,
- Vector3 pos, List<Vector3> veclist, bool isAttachment)
- {
- UUID fromUserInventoryItemId = UUID.Zero;
- // If we have permission to copy then link the rezzed object back to the user inventory
- // item that it came from. This allows us to enable 'save object to inventory'
- if (!m_Scene.Permissions.BypassPermissions())
- {
- if ((item.CurrentPermissions & (uint)PermissionMask.Copy)
- == (uint)PermissionMask.Copy && (item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0)
- {
- fromUserInventoryItemId = item.ID;
- }
- }
- else
- {
- if ((item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0)
- {
- // Brave new fullperm world
- fromUserInventoryItemId = item.ID;
- }
- }
- for (int i = 0; i < objlist.Count; i++)
- {
- SceneObjectGroup g = objlist[i];
- if (!m_Scene.Permissions.CanRezObject(
- g.PrimCount, remoteClient.AgentId, pos + veclist[i])
- && !isAttachment)
- {
- // The client operates in no fail mode. It will
- // have already removed the item from the folder
- // if it's no copy.
- // Put it back if it's not an attachment
- //
- if (((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0) && (!isAttachment))
- remoteClient.SendBulkUpdateInventory(item);
- ILandObject land = m_Scene.LandChannel.GetLandObject(pos.X, pos.Y);
- remoteClient.SendAlertMessage(string.Format(
- "Can't rez object '{0}' at <{1:F3}, {2:F3}, {3:F3}> on parcel '{4}' in region {5}.",
- item.Name, pos.X, pos.Y, pos.Z, land != null ? land.LandData.Name : "Unknown", m_Scene.Name));
- return false;
- }
- }
- for (int i = 0; i < objlist.Count; i++)
- {
- SceneObjectGroup so = objlist[i];
- SceneObjectPart rootPart = so.RootPart;
- // 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;
- }
- if ((item.Flags & (uint)InventoryItemFlags.ObjectSlamSale) != 0)
- {
- rootPart.ObjectSaleType = item.SaleType;
- rootPart.SalePrice = item.SalePrice;
- }
- so.FromFolderID = item.Folder;
- // m_log.DebugFormat(
- // "[INVENTORY ACCESS MODULE]: rootPart.OwnedID {0}, item.Owner {1}, item.CurrentPermissions {2:X}",
- // rootPart.OwnerID, item.Owner, item.CurrentPermissions);
- if ((rootPart.OwnerID != item.Owner) ||
- (item.CurrentPermissions & (uint)PermissionMask.Slam) != 0 ||
- (item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0)
- {
- //Need to kill the for sale here
- rootPart.ObjectSaleType = 0;
- rootPart.SalePrice = 10;
- if (m_Scene.Permissions.PropagatePermissions())
- {
- foreach (SceneObjectPart part in so.Parts)
- {
- part.GroupMask = 0; // DO NOT propagate here
- if( part.OwnerID != part.GroupID)
- part.LastOwnerID = part.OwnerID;
- part.OwnerID = item.Owner;
- part.RezzerID = item.Owner;
- part.Inventory.ChangeInventoryOwner(item.Owner);
- // Reconstruct the original item's base permissions. They
- // can be found in the lower (folded) bits.
- if ((item.BasePermissions & (uint)PermissionMask.FoldedMask) != 0)
- {
- // We have permissions stored there so use them
- part.NextOwnerMask = ((item.BasePermissions & (uint)PermissionMask.FoldedMask) << (int)PermissionMask.FoldingShift);
- part.NextOwnerMask |= (uint)PermissionMask.Move;
- }
- else
- {
- // This is a legacy object and we can't avoid the issues that
- // caused perms loss or escalation before, treat it the legacy
- // way.
- part.NextOwnerMask = item.NextPermissions;
- }
- }
- so.ApplyNextOwnerPermissions();
- // In case the user has changed flags on a received item
- // we have to apply those changes after the slam. Else we
- // get a net loss of permissions.
- // On legacy objects, this opts for a loss of permissions rather
- // than the previous handling that allowed escalation.
- foreach (SceneObjectPart part in so.Parts)
- {
- if ((item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0)
- {
- part.GroupMask = item.GroupPermissions & part.BaseMask;
- part.EveryoneMask = item.EveryOnePermissions & part.BaseMask;
- part.NextOwnerMask = item.NextPermissions & part.BaseMask;
- }
- }
- }
- }
- else
- {
- foreach (SceneObjectPart part in so.Parts)
- {
- part.FromUserInventoryItemID = fromUserInventoryItemId;
- 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;
- }
- }
- rootPart.TrimPermissions();
- so.InvalidateDeepEffectivePerms();
- if (isAttachment)
- so.FromItemID = item.ID;
- }
- return true;
- }
- /// <summary>
- /// Do post-rez processing when the object comes from an item.
- /// </summary>
- /// <param name="item"></param>
- /// <param name="isAttachment"></param>
- private void DoPostRezWhenFromItem(InventoryItemBase item, bool isAttachment)
- {
- if (!m_Scene.Permissions.BypassPermissions())
- {
- if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
- {
- // If this is done on attachments, no
- // copy ones will be lost, so avoid it
- //
- if (!isAttachment)
- {
- List<UUID> uuids = new List<UUID>();
- uuids.Add(item.ID);
- m_Scene.InventoryService.DeleteItems(item.Owner, uuids);
- }
- }
- }
- }
- protected void AddUserData(SceneObjectGroup sog)
- {
- UserManagementModule.AddUser(sog.RootPart.CreatorID, sog.RootPart.CreatorData);
- foreach (SceneObjectPart sop in sog.Parts)
- UserManagementModule.AddUser(sop.CreatorID, sop.CreatorData);
- }
- public virtual void TransferInventoryAssets(InventoryItemBase item, UUID sender, UUID receiver)
- {
- }
- public virtual bool CanGetAgentInventoryItem(IClientAPI remoteClient, UUID itemID, UUID requestID)
- {
- InventoryItemBase assetRequestItem = GetItem(remoteClient.AgentId, itemID);
- if (assetRequestItem == null)
- {
- ILibraryService lib = m_Scene.RequestModuleInterface<ILibraryService>();
- if (lib != null)
- assetRequestItem = lib.LibraryRootFolder.FindItem(itemID);
- if (assetRequestItem == null)
- return false;
- }
- // At this point, we need to apply perms
- // only to notecards and scripts. All
- // other asset types are always available
- //
- if (assetRequestItem.AssetType == (int)AssetType.LSLText)
- {
- if (!m_Scene.Permissions.CanViewScript(itemID, UUID.Zero, remoteClient.AgentId))
- {
- remoteClient.SendAgentAlertMessage("Insufficient permissions to view script", false);
- return false;
- }
- }
- else if (assetRequestItem.AssetType == (int)AssetType.Notecard)
- {
- if (!m_Scene.Permissions.CanViewNotecard(itemID, UUID.Zero, remoteClient.AgentId))
- {
- remoteClient.SendAgentAlertMessage("Insufficient permissions to view notecard", false);
- return false;
- }
- }
- if (assetRequestItem.AssetID != requestID)
- {
- m_log.WarnFormat(
- "[INVENTORY ACCESS MODULE]: {0} requested asset {1} from item {2} but this does not match item's asset {3}",
- Name, requestID, itemID, assetRequestItem.AssetID);
- return false;
- }
- return true;
- }
- public virtual bool IsForeignUser(UUID userID, out string assetServerURL)
- {
- assetServerURL = string.Empty;
- return false;
- }
- #endregion
- #region Misc
- /// <summary>
- /// Create a new asset data structure.
- /// </summary>
- /// <param name="name"></param>
- /// <param name="description"></param>
- /// <param name="invType"></param>
- /// <param name="assetType"></param>
- /// <param name="data"></param>
- /// <returns></returns>
- private AssetBase CreateAsset(string name, string description, sbyte assetType, byte[] data, string creatorID)
- {
- AssetBase asset = new AssetBase(UUID.Random(), name, assetType, creatorID);
- asset.Description = description;
- asset.Data = (data == null) ? new byte[1] : data;
- return asset;
- }
- protected virtual InventoryItemBase GetItem(UUID agentID, UUID itemID)
- {
- IInventoryService invService = m_Scene.RequestModuleInterface<IInventoryService>();
- InventoryItemBase item = invService.GetItem(agentID, itemID);
- if (item != null && item.CreatorData != null && item.CreatorData != string.Empty)
- UserManagementModule.AddUser(item.CreatorIdAsUuid, item.CreatorData);
- return item;
- }
- #endregion
- }
- }
|