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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.Text;
- 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 byte[] m_inventoryFileNameBytes = new byte[0];
- private string m_inventoryFileName = "";
- private uint m_inventoryFileNameSerial = 0;
- private bool m_inventoryPrivileged = false;
- private object m_inventoryFileLock = new object();
- private Dictionary<UUID, ArrayList> m_scriptErrors = new Dictionary<UUID, ArrayList>();
- /// <value>
- /// The part to which the inventory belongs.
- /// </value>
- private SceneObjectPart m_part;
- /// <summary>
- /// Serial count for inventory file , used to tell if inventory has changed
- /// no need for this to be part of Database backup
- /// </summary>
- protected uint m_inventorySerial = 0;
- /// <summary>
- /// Holds in memory prim inventory
- /// </summary>
- protected TaskInventoryDictionary m_items = new TaskInventoryDictionary();
- /// <summary>
- /// Tracks whether inventory has changed since the last persistent backup
- /// </summary>
- internal bool HasInventoryChanged;
- /// <value>
- /// Inventory serial number
- /// </value>
- protected internal uint Serial
- {
- get { return m_inventorySerial; }
- set { m_inventorySerial = value; }
- }
- /// <value>
- /// Raw inventory data
- /// </value>
- 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;
- }
- }
- /// <summary>
- /// Constructor
- /// </summary>
- /// <param name="part">
- /// A <see cref="SceneObjectPart"/>
- /// </param>
- public SceneObjectPartInventory(SceneObjectPart part)
- {
- m_part = part;
- }
- /// <summary>
- /// Force the task inventory of this prim to persist at the next update sweep
- /// </summary>
- public void ForceInventoryPersistence()
- {
- HasInventoryChanged = true;
- }
- /// <summary>
- /// Reset UUIDs for all the items in the prim's inventory.
- /// </summary>
- /// <remarks>
- /// 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.
- /// </remarks>
- public void ResetInventoryIDs()
- {
- if (m_part == null)
- return;
- m_items.LockItemsForWrite(true);
- if (m_items.Count == 0)
- {
- m_items.LockItemsForWrite(false);
- return;
- }
- UUID partID = m_part.UUID;
- IList<TaskInventoryItem> items = new List<TaskInventoryItem>(m_items.Values);
- m_items.Clear();
- foreach (TaskInventoryItem item in items)
- {
- item.ResetIDs(partID);
- m_items.Add(item.ItemID, item);
- }
- m_inventorySerial++;
- m_items.LockItemsForWrite(false);
- }
- public void ResetObjectID()
- {
- if (m_part == null)
- return;
- m_items.LockItemsForWrite(true);
- if (m_items.Count == 0)
- {
- m_items.LockItemsForWrite(false);
- return;
- }
- IList<TaskInventoryItem> items = new List<TaskInventoryItem>(m_items.Values);
- m_items.Clear();
- UUID partID = m_part.UUID;
- foreach (TaskInventoryItem item in items)
- {
- item.ParentPartID = partID;
- item.ParentID = partID;
- m_items.Add(item.ItemID, item);
- }
- m_inventorySerial++;
- m_items.LockItemsForWrite(false);
- }
- /// <summary>
- /// Change every item in this inventory to a new owner.
- /// </summary>
- /// <param name="ownerId"></param>
- public void ChangeInventoryOwner(UUID ownerId)
- {
- if(m_part == null)
- return;
- m_items.LockItemsForWrite(true);
- if (m_items.Count == 0)
- {
- m_items.LockItemsForWrite(false);
- return;
- }
- foreach (TaskInventoryItem item in m_items.Values)
- {
- if (ownerId != item.OwnerID)
- item.LastOwnerID = item.OwnerID;
- item.OwnerID = ownerId;
- item.PermsMask = 0;
- item.PermsGranter = UUID.Zero;
- item.OwnerChanged = true;
- }
- HasInventoryChanged = true;
- m_part.ParentGroup.HasGroupChanged = true;
- m_inventorySerial++;
- m_items.LockItemsForWrite(false);
- }
- /// <summary>
- /// Change every item in this inventory to a new group.
- /// </summary>
- /// <param name="groupID"></param>
- public void ChangeInventoryGroup(UUID groupID)
- {
- if(m_part == null)
- return;
- m_items.LockItemsForWrite(true);
- if (m_items.Count == 0)
- {
- m_items.LockItemsForWrite(false);
- return;
- }
- m_inventorySerial++;
- // 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;
- }
- foreach (TaskInventoryItem item in m_items.Values)
- item.GroupID = groupID;
- m_items.LockItemsForWrite(false);
- }
- private void QueryScriptStates()
- {
- if (m_part == null || m_part.ParentGroup == null || m_part.ParentGroup.Scene == null)
- return;
- m_items.LockItemsForRead(true);
- foreach (TaskInventoryItem item in m_items.Values)
- {
- if (item.InvType == (int)InventoryType.LSL)
- {
- bool running;
- if (TryGetScriptInstanceRunning(m_part.ParentGroup.Scene, item, out running))
- item.ScriptRunning = running;
- }
- }
- m_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<IScriptModule>();
- 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<TaskInventoryItem> 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<IScriptModule>();
- foreach (IScriptModule e in engines)
- {
- if (e != null)
- {
- ArrayList errors = e.GetScriptErrors(itemID);
- foreach (Object line in errors)
- ret.Add(line);
- }
- }
- return ret;
- }
- /// <summary>
- /// Stop and remove all the scripts in this prim.
- /// </summary>
- /// <param name="sceneObjectBeingDeleted">
- /// Should be true if these scripts are being removed because the scene
- /// object is being deleted. This will prevent spurious updates to the client.
- /// </param>
- public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
- {
- List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL);
- foreach (TaskInventoryItem item in scripts)
- {
- RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
- m_part.RemoveScriptEvents(item.ItemID);
- }
- }
- /// <summary>
- /// Stop all the scripts in this prim.
- /// </summary>
- public void StopScriptInstances()
- {
- List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL);
- foreach (TaskInventoryItem item in scripts)
- StopScriptInstance(item);
- }
- /// <summary>
- /// Start a script which is in this prim's inventory.
- /// </summary>
- /// <param name="item"></param>
- /// <returns>true if the script instance was created, false otherwise</returns>
- 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, m_part))
- {
- 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)
- {
- // m_log.DebugFormat(
- // "[PRIM INVENTORY]: Restoring scripted state for item {0}, oldID {1}, loadedID {2}",
- // newID, oldID, loadedID);
- IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>();
- 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 <ScriptState><State> ...
- // This format is XEngine ONLY
- //
- // New objects have <State Engine="...." ...><ScriptState>...
- // 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_log.DebugFormat("[PRIM INVENTORY]: Adding legacy state {0} in {1}", stateID, newID);
- 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;
- }
- /// <summary>
- /// Start a script which is in this prim's inventory.
- /// Some processing may occur in the background, but this routine returns asap.
- /// </summary>
- /// <param name="itemId">
- /// A <see cref="UUID"/>
- /// </param>
- 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);
- }
- }
- /// <summary>
- /// Start a script which is in this prim's inventory and return any compilation error messages.
- /// </summary>
- /// <param name="itemId">
- /// A <see cref="UUID"/>
- /// </param>
- 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);
- }
- /// <summary>
- /// Stop and remove a script which is in this prim's inventory.
- /// </summary>
- /// <param name="itemId"></param>
- /// <param name="sceneObjectBeingDeleted">
- /// Should be true if this script is being removed because the scene
- /// object is being deleted. This will prevent spurious updates to the client.
- /// </param>
- 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);
- }
- }
- /// <summary>
- /// Stop a script which is in this prim's inventory.
- /// </summary>
- /// <param name="itemId"></param>
- /// <param name="sceneObjectBeingDeleted">
- /// Should be true if this script is being removed because the scene
- /// object is being deleted. This will prevent spurious updates to the client.
- /// </param>
- 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);
- }
- }
- /// <summary>
- /// Stop a script which is in this prim's inventory.
- /// </summary>
- /// <param name="itemId"></param>
- /// <param name="sceneObjectBeingDeleted">
- /// Should be true if this script is being removed because the scene
- /// object is being deleted. This will prevent spurious updates to the client.
- /// </param>
- 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);
- }
- /// <summary>
- /// Check if the inventory holds an item with a given name.
- /// </summary>
- /// <param name="name"></param>
- /// <returns></returns>
- 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;
- }
- /// <summary>
- /// 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).
- /// </summary>
- /// <param name="name"></param>
- /// <returns></returns>
- 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;
- }
- /// <summary>
- /// Add an item to this prim's inventory. If an item with the same name already exists, then an alternative
- /// name is chosen.
- /// </summary>
- /// <param name="item"></param>
- public void AddInventoryItem(TaskInventoryItem item, bool allowedDrop)
- {
- AddInventoryItem(item.Name, item, allowedDrop);
- }
- /// <summary>
- /// Add an item to this prim's inventory. If an item with the same name already exists, it is replaced.
- /// </summary>
- /// <param name="item"></param>
- public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
- {
- m_items.LockItemsForRead(true);
- List<TaskInventoryItem> il = new List<TaskInventoryItem>(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);
- }
- /// <summary>
- /// Add an item to this prim's inventory.
- /// </summary>
- /// <param name="name">The name that the new item should have.</param>
- /// <param name="item">
- /// The item itself. The name within this structure is ignored in favour of the name
- /// given in this method's arguments
- /// </param>
- /// <param name="allowedDrop">
- /// Item was only added to inventory because AllowedDrop is set
- /// </param>
- 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, item.ItemID);
- else
- m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
- m_part.AggregateInnerPerms();
- m_inventorySerial++;
- HasInventoryChanged = true;
- m_part.ParentGroup.HasGroupChanged = true;
- }
- /// <summary>
- /// 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.
- /// </summary>
- /// <param name="items"></param>
- public void RestoreInventoryItems(ICollection<TaskInventoryItem> 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_part.AggregateInnerPerms();
- m_inventorySerial++;
- }
- /// <summary>
- /// Returns an existing inventory item. Returns the original, so any changes will be live.
- /// </summary>
- /// <param name="itemID"></param>
- /// <returns>null if the item does not exist</returns>
- 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<TaskInventoryItem> GetInventoryItems(string name)
- {
- List<TaskInventoryItem> items = new List<TaskInventoryItem>();
- 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<SceneObjectGroup> objlist, out List<Vector3> veclist, out Vector3 bbox, out float offsetHeight)
- {
- 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;
- bbox = Vector3.Zero;
- offsetHeight = 0;
- return false;
- }
- 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);
- if ((rootPart.OwnerID != item.OwnerID) || (item.CurrentPermissions & (uint)PermissionMask.Slam) != 0 || (item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0)
- {
- 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)
- {
- if ((part.OwnerID != item.OwnerID) || (item.CurrentPermissions & (uint)PermissionMask.Slam) != 0 || (item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0)
- {
- if(part.GroupID != part.OwnerID)
- 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();
- group.InvalidateDeepEffectivePerms();
- }
- return true;
- }
- /// <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 successfully</returns>
- 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.OwnerID == UUID.Zero) // viewer to internal enconding of group owned
- item.OwnerID = item.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)
- {
- m_part.ParentGroup.InvalidateDeepEffectivePerms();
- 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;
- }
- /// <summary>
- /// Remove an item from this prim's inventory
- /// </summary>
- /// <param name="itemID"></param>
- /// <returns>Numeric asset type of the item removed. Returns -1 if the item did not exist
- /// in this prim's inventory.</returns>
- 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 == (int)InventoryType.LSL) // Script
- {
- m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID);
- }
- m_items.LockItemsForWrite(true);
- m_items.Remove(itemID);
- m_items.LockItemsForWrite(false);
- m_part.ParentGroup.InvalidateDeepEffectivePerms();
- 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 == (int)InventoryType.LSL)
- {
- 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;
- }
- /// <summary>
- /// Serialize all the metadata for the items in this prim's inventory ready for sending to the client
- /// </summary>
- /// <param name="xferManager"></param>
- public void RequestInventoryFile(IClientAPI client, IXfer xferManager)
- {
- lock (m_inventoryFileLock)
- {
- bool changed = false;
- m_items.LockItemsForRead(true);
- if (m_inventorySerial == 0) // No inventory
- {
- m_items.LockItemsForRead(false);
- client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
- return;
- }
- if (m_items.Count == 0) // No inventory
- {
- m_items.LockItemsForRead(false);
- client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
- return;
- }
- if (m_inventoryFileNameSerial != m_inventorySerial)
- {
- m_inventoryFileNameSerial = m_inventorySerial;
- changed = true;
- }
- m_items.LockItemsForRead(false);
- 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;
- if (!changed)
- {
- xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData);
- client.SendTaskInventory(m_part.UUID, (short)m_inventoryFileNameSerial,
- m_inventoryFileNameBytes);
- return;
- }
- m_inventoryPrivileged = includeAssets;
- InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
- m_items.LockItemsForRead(true);
- foreach (TaskInventoryItem item in m_items.Values)
- {
- UUID ownerID = item.OwnerID;
- UUID groupID = item.GroupID;
- uint everyoneMask = item.EveryonePermissions;
- 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("last_owner_id", item.LastOwnerID.ToString());
- invString.AddNameValueLine("group_id",groupID.ToString());
- if(groupID != UUID.Zero && ownerID == groupID)
- {
- invString.AddNameValueLine("owner_id", UUID.Zero.ToString());
- invString.AddNameValueLine("group_owned","1");
- }
- else
- {
- invString.AddNameValueLine("owner_id", ownerID.ToString());
- invString.AddNameValueLine("group_owned","0");
- }
- 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();
- }
- m_items.LockItemsForRead(false);
- m_inventoryFileData = Utils.StringToBytes(invString.GetString());
- if (m_inventoryFileData.Length > 2)
- {
- m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp";
- m_inventoryFileNameBytes = Util.StringToBytes256(m_inventoryFileName);
- xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData);
- client.SendTaskInventory(m_part.UUID, (short)m_inventoryFileNameSerial,m_inventoryFileNameBytes);
- return;
- }
- client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
- }
- }
- /// <summary>
- /// Process inventory backup
- /// </summary>
- /// <param name="datastore"></param>
- 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)
- // {
- m_items.LockItemsForRead(true);
- ICollection<TaskInventoryItem> itemsvalues = m_items.Values;
- HasInventoryChanged = false;
- m_items.LockItemsForRead(false);
- try
- {
- datastore.StorePrimInventory(m_part.UUID, itemsvalues);
- }
- catch {}
- // }
- }
- public class InventoryStringBuilder
- {
- private StringBuilder BuildString = new StringBuilder(1024);
- public InventoryStringBuilder(UUID folderID, UUID parentID)
- {
- BuildString.Append("\tinv_object\t0\n\t{\n");
- AddNameValueLine("obj_id", folderID.ToString());
- AddNameValueLine("parent_id", parentID.ToString());
- AddNameValueLine("type", "category");
- AddNameValueLine("name", "Contents|\n\t}");
- }
- public void AddItemStart()
- {
- BuildString.Append("\tinv_item\t0\n\t{\n");
- }
- public void AddPermissionsStart()
- {
- BuildString.Append("\tpermissions 0\n\t{\n");
- }
- public void AddSaleStart()
- {
- BuildString.Append("\tsale_info\t0\n\t{\n");
- }
- protected void AddSectionStart()
- {
- BuildString.Append("\t{\n");
- }
- public void AddSectionEnd()
- {
- BuildString.Append("\t}\n");
- }
- public void AddLine(string addLine)
- {
- BuildString.Append(addLine);
- }
- public void AddNameValueLine(string name, string value)
- {
- BuildString.Append("\t\t");
- BuildString.Append(name);
- BuildString.Append("\t");
- BuildString.Append(value);
- BuildString.Append("\n");
- }
- public String GetString()
- {
- return BuildString.ToString();
- }
- public void Close()
- {
- }
- }
- public void AggregateInnerPerms(ref uint owner, ref uint group, ref uint everyone)
- {
- foreach (TaskInventoryItem item in m_items.Values)
- {
- if(item.InvType == (sbyte)InventoryType.Landmark)
- continue;
- owner &= item.CurrentPermissions;
- group &= item.GroupPermissions;
- everyone &= item.EveryonePermissions;
- }
- }
- public uint MaskEffectivePermissions()
- {
- // used to propagate permissions restrictions outwards
- // Modify does not propagate outwards.
- uint mask=0x7fffffff;
-
- foreach (TaskInventoryItem item in m_items.Values)
- {
- if(item.InvType == (sbyte)InventoryType.Landmark)
- continue;
- // apply current to normal permission bits
- uint newperms = item.CurrentPermissions;
- if ((newperms & (uint)PermissionMask.Copy) == 0)
- mask &= ~(uint)PermissionMask.Copy;
- if ((newperms & (uint)PermissionMask.Transfer) == 0)
- mask &= ~(uint)PermissionMask.Transfer;
- if ((newperms & (uint)PermissionMask.Export) == 0)
- mask &= ~((uint)PermissionMask.Export);
-
- // apply next owner restricted by current to folded bits
- newperms &= item.NextPermissions;
- if ((newperms & (uint)PermissionMask.Copy) == 0)
- mask &= ~((uint)PermissionMask.FoldedCopy);
- if ((newperms & (uint)PermissionMask.Transfer) == 0)
- mask &= ~((uint)PermissionMask.FoldedTransfer);
- if ((newperms & (uint)PermissionMask.Export) == 0)
- mask &= ~((uint)PermissionMask.FoldedExport);
- }
- return mask;
- }
- public void ApplyNextOwnerPermissions()
- {
- foreach (TaskInventoryItem item in m_items.Values)
- {
- 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;
- }
- /// <summary>
- /// Returns true if this part inventory contains any scripts. False otherwise.
- /// </summary>
- /// <returns></returns>
- public bool ContainsScripts()
- {
- foreach (TaskInventoryItem item in m_items.Values)
- {
- if (item.InvType == (int)InventoryType.LSL)
- {
- return true;
- }
- }
- return false;
- }
- /// <summary>
- /// Returns the count of scripts in this parts inventory.
- /// </summary>
- /// <returns></returns>
- public int ScriptCount()
- {
- int count = 0;
- m_items.LockItemsForRead(true);
- foreach (TaskInventoryItem item in m_items.Values)
- {
- if (item.InvType == (int)InventoryType.LSL)
- count++;
- }
- m_items.LockItemsForRead(false);
- return count;
- }
- /// <summary>
- /// Returns the count of running scripts in this parts inventory.
- /// </summary>
- /// <returns></returns>
- public int RunningScriptCount()
- {
- IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>();
- if (engines.Length == 0)
- return 0;
- int count = 0;
- List<TaskInventoryItem> 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<UUID> GetInventoryList()
- {
- m_items.LockItemsForRead(true);
- List<UUID> ret = new List<UUID>(m_items.Count);
- foreach (TaskInventoryItem item in m_items.Values)
- ret.Add(item.ItemID);
- m_items.LockItemsForRead(false);
- return ret;
- }
- public List<TaskInventoryItem> GetInventoryItems()
- {
- m_items.LockItemsForRead(true);
- List<TaskInventoryItem> ret = new List<TaskInventoryItem>(m_items.Values);
- m_items.LockItemsForRead(false);
- return ret;
- }
- public List<TaskInventoryItem> GetInventoryItems(InventoryType type)
- {
- m_items.LockItemsForRead(true);
- List<TaskInventoryItem> ret = new List<TaskInventoryItem>(m_items.Count);
- foreach (TaskInventoryItem item in m_items.Values)
- if (item.InvType == (int)type)
- ret.Add(item);
- m_items.LockItemsForRead(false);
- return ret;
- }
- public Dictionary<UUID, string> GetScriptStates()
- {
- return GetScriptStates(false);
- }
- public Dictionary<UUID, string> GetScriptStates(bool oldIDs)
- {
- Dictionary<UUID, string> ret = new Dictionary<UUID, string>();
- if (m_part.ParentGroup.Scene == null) // Group not in a scene
- return ret;
- IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>();
- if (engines.Length == 0) // No engine at all
- return ret;
- List<TaskInventoryItem> 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<IScriptModule>();
- if (engines.Length == 0)
- return;
- List<TaskInventoryItem> 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;
- }
- }
- }
- }
- }
- }
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