SceneObjectGroup.Inventory.cs 23 KB

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  1. /*
  2. * Copyright (c) Contributors, http://opensimulator.org/
  3. * See CONTRIBUTORS.TXT for a full list of copyright holders.
  4. *
  5. * Redistribution and use in source and binary forms, with or without
  6. * modification, are permitted provided that the following conditions are met:
  7. * * Redistributions of source code must retain the above copyright
  8. * notice, this list of conditions and the following disclaimer.
  9. * * Redistributions in binary form must reproduce the above copyright
  10. * notice, this list of conditions and the following disclaimer in the
  11. * documentation and/or other materials provided with the distribution.
  12. * * Neither the name of the OpenSimulator Project nor the
  13. * names of its contributors may be used to endorse or promote products
  14. * derived from this software without specific prior written permission.
  15. *
  16. * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
  17. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  18. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  19. * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
  20. * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
  21. * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
  22. * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
  23. * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  24. * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
  25. * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  26. */
  27. using System;
  28. using System.IO;
  29. using System.Reflection;
  30. using OpenMetaverse;
  31. using log4net;
  32. using OpenSim.Framework;
  33. using OpenSim.Region.Framework.Interfaces;
  34. using System.Collections.Generic;
  35. using System.Xml;
  36. using PermissionMask = OpenSim.Framework.PermissionMask;
  37. namespace OpenSim.Region.Framework.Scenes
  38. {
  39. public partial class SceneObjectGroup : EntityBase
  40. {
  41. private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
  42. /// <summary>
  43. /// Force all task inventories of prims in the scene object to persist
  44. /// </summary>
  45. public void ForceInventoryPersistence()
  46. {
  47. SceneObjectPart[] parts = m_parts.GetArray();
  48. for (int i = 0; i < parts.Length; i++)
  49. parts[i].Inventory.ForceInventoryPersistence();
  50. }
  51. /// <summary>
  52. /// Start the scripts contained in all the prims in this group.
  53. /// </summary>
  54. /// <param name="startParam"></param>
  55. /// <param name="postOnRez"></param>
  56. /// <param name="engine"></param>
  57. /// <param name="stateSource"></param>
  58. /// <returns>
  59. /// Number of scripts that were valid for starting. This does not guarantee that all these scripts
  60. /// were actually started, but just that the start could be attempt (e.g. the asset data for the script could be found)
  61. /// </returns>
  62. public int CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource)
  63. {
  64. int scriptsStarted = 0;
  65. if (m_scene == null)
  66. {
  67. m_log.DebugFormat("[PRIM INVENTORY]: m_scene is null. Unable to create script instances");
  68. return 0;
  69. }
  70. // Don't start scripts if they're turned off in the region!
  71. if (!m_scene.RegionInfo.RegionSettings.DisableScripts)
  72. {
  73. SceneObjectPart[] parts = m_parts.GetArray();
  74. for (int i = 0; i < parts.Length; i++)
  75. scriptsStarted
  76. += parts[i].Inventory.CreateScriptInstances(startParam, postOnRez, engine, stateSource);
  77. }
  78. return scriptsStarted;
  79. }
  80. /// <summary>
  81. /// Stop and remove the scripts contained in all the prims in this group
  82. /// </summary>
  83. public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
  84. {
  85. SceneObjectPart[] parts = m_parts.GetArray();
  86. for (int i = 0; i < parts.Length; i++)
  87. parts[i].Inventory.RemoveScriptInstances(sceneObjectBeingDeleted);
  88. }
  89. /// <summary>
  90. /// Stop the scripts contained in all the prims in this group
  91. /// </summary>
  92. public void StopScriptInstances()
  93. {
  94. Array.ForEach<SceneObjectPart>(m_parts.GetArray(), p => p.Inventory.StopScriptInstances());
  95. }
  96. public void SendReleaseScriptsControl()
  97. {
  98. SceneObjectPart[] parts = m_parts.GetArray();
  99. for (int i = 0; i < parts.Length; i++)
  100. parts[i].Inventory.SendReleaseScriptsControl();
  101. }
  102. public void RemoveScriptsPermissions(int permissions)
  103. {
  104. SceneObjectPart[] parts = m_parts.GetArray();
  105. for (int i = 0; i < parts.Length; i++)
  106. parts[i].Inventory.RemoveScriptsPermissions(permissions);
  107. }
  108. public void RemoveScriptsPermissions(ScenePresence sp, int permissions)
  109. {
  110. SceneObjectPart[] parts = m_parts.GetArray();
  111. for (int i = 0; i < parts.Length; i++)
  112. parts[i].Inventory.RemoveScriptsPermissions(sp, permissions);
  113. }
  114. /// <summary>
  115. /// Add an inventory item from a user's inventory to a prim in this scene object.
  116. /// </summary>
  117. /// <param name="agentID">The agent adding the item.</param>
  118. /// <param name="localID">The local ID of the part receiving the add.</param>
  119. /// <param name="item">The user inventory item being added.</param>
  120. /// <param name="copyItemID">The item UUID that should be used by the new item.</param>
  121. /// <returns></returns>
  122. public bool AddInventoryItem(UUID agentID, uint localID, InventoryItemBase item, UUID copyItemID, bool withModRights = true)
  123. {
  124. // m_log.DebugFormat(
  125. // "[PRIM INVENTORY]: Adding inventory item {0} from {1} to part with local ID {2}",
  126. // item.Name, remoteClient.Name, localID);
  127. UUID newItemId = (copyItemID != UUID.Zero) ? copyItemID : item.ID;
  128. SceneObjectPart part = GetPart(localID);
  129. if (part == null)
  130. {
  131. m_log.ErrorFormat(
  132. "[PRIM INVENTORY]: " +
  133. "Couldn't find prim local ID {0} in group {1}, {2} to add inventory item ID {3}",
  134. localID, Name, UUID, newItemId);
  135. return false;
  136. }
  137. TaskInventoryItem taskItem = new TaskInventoryItem();
  138. taskItem.ItemID = newItemId;
  139. taskItem.AssetID = item.AssetID;
  140. taskItem.Name = item.Name;
  141. taskItem.Description = item.Description;
  142. taskItem.OwnerID = part.OwnerID; // Transfer ownership
  143. taskItem.CreatorID = item.CreatorIdAsUuid;
  144. taskItem.Type = item.AssetType;
  145. taskItem.InvType = item.InvType;
  146. taskItem.Flags = item.Flags;
  147. if (agentID != part.OwnerID && m_scene.Permissions.PropagatePermissions())
  148. {
  149. taskItem.BasePermissions = item.BasePermissions &
  150. item.NextPermissions;
  151. taskItem.CurrentPermissions = item.CurrentPermissions &
  152. item.NextPermissions;
  153. taskItem.EveryonePermissions = item.EveryOnePermissions &
  154. item.NextPermissions;
  155. taskItem.GroupPermissions = item.GroupPermissions &
  156. item.NextPermissions;
  157. taskItem.NextPermissions = item.NextPermissions;
  158. // We're adding this to a prim we don't own. Force
  159. // owner change
  160. taskItem.Flags |= (uint)InventoryItemFlags.ObjectSlamPerm;
  161. taskItem.LastOwnerID = item.Owner;
  162. }
  163. else
  164. {
  165. taskItem.BasePermissions = item.BasePermissions;
  166. taskItem.CurrentPermissions = item.CurrentPermissions;
  167. taskItem.EveryonePermissions = item.EveryOnePermissions;
  168. taskItem.GroupPermissions = item.GroupPermissions;
  169. taskItem.NextPermissions = item.NextPermissions;
  170. }
  171. // m_log.DebugFormat(
  172. // "[PRIM INVENTORY]: Flags are 0x{0:X} for item {1} added to part {2} by {3}",
  173. // taskItem.Flags, taskItem.Name, localID, remoteClient.Name);
  174. // TODO: These are pending addition of those fields to TaskInventoryItem
  175. // taskItem.SalePrice = item.SalePrice;
  176. // taskItem.SaleType = item.SaleType;
  177. taskItem.CreationDate = (uint)item.CreationDate;
  178. bool addFromAllowedDrop;
  179. if(withModRights)
  180. addFromAllowedDrop = false;
  181. else
  182. addFromAllowedDrop = (part.ParentGroup.RootPart.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) != 0;
  183. part.Inventory.AddInventoryItem(taskItem, addFromAllowedDrop);
  184. part.ParentGroup.InvalidateEffectivePerms();
  185. return true;
  186. }
  187. /// <summary>
  188. /// Returns an existing inventory item. Returns the original, so any changes will be live.
  189. /// </summary>
  190. /// <param name="primID"></param>
  191. /// <param name="itemID"></param>
  192. /// <returns>null if the item does not exist</returns>
  193. public TaskInventoryItem GetInventoryItem(uint primID, UUID itemID)
  194. {
  195. SceneObjectPart part = GetPart(primID);
  196. if (part != null)
  197. {
  198. return part.Inventory.GetInventoryItem(itemID);
  199. }
  200. else
  201. {
  202. m_log.ErrorFormat(
  203. "[PRIM INVENTORY]: " +
  204. "Couldn't find prim local ID {0} in prim {1}, {2} to get inventory item ID {3}",
  205. primID, part.Name, part.UUID, itemID);
  206. }
  207. return null;
  208. }
  209. /// <summary>
  210. /// Update an existing inventory item.
  211. /// </summary>
  212. /// <param name="item">The updated item. An item with the same id must already exist
  213. /// in this prim's inventory</param>
  214. /// <returns>false if the item did not exist, true if the update occurred succesfully</returns>
  215. public bool UpdateInventoryItem(TaskInventoryItem item)
  216. {
  217. SceneObjectPart part = GetPart(item.ParentPartID);
  218. if (part != null)
  219. {
  220. part.Inventory.UpdateInventoryItem(item);
  221. return true;
  222. }
  223. else
  224. {
  225. m_log.ErrorFormat(
  226. "[PRIM INVENTORY]: " +
  227. "Couldn't find prim ID {0} to update item {1}, {2}",
  228. item.ParentPartID, item.Name, item.ItemID);
  229. }
  230. return false;
  231. }
  232. public int RemoveInventoryItem(uint localID, UUID itemID)
  233. {
  234. SceneObjectPart part = GetPart(localID);
  235. if (part != null)
  236. {
  237. int type = part.Inventory.RemoveInventoryItem(itemID);
  238. return type;
  239. }
  240. return -1;
  241. }
  242. // new test code, to place in better place later
  243. private object m_PermissionsLock = new object();
  244. private bool m_EffectivePermsInvalid = true;
  245. private bool m_DeepEffectivePermsInvalid = true;
  246. // should called when parts chanced by their contents did not, so we know their cacche is valid
  247. // in case of doubt call InvalidateDeepEffectivePerms(), it only costs a bit more cpu time
  248. public void InvalidateEffectivePerms()
  249. {
  250. lock(m_PermissionsLock)
  251. m_EffectivePermsInvalid = true;
  252. }
  253. // should called when parts chanced and their contents where accounted for
  254. public void InvalidateDeepEffectivePerms()
  255. {
  256. lock(m_PermissionsLock)
  257. {
  258. m_DeepEffectivePermsInvalid = true;
  259. m_EffectivePermsInvalid = true;
  260. }
  261. }
  262. private uint m_EffectiveEveryOnePerms;
  263. public uint EffectiveEveryOnePerms
  264. {
  265. get
  266. {
  267. lock(m_PermissionsLock)
  268. {
  269. if(m_EffectivePermsInvalid)
  270. AggregatePerms();
  271. return m_EffectiveEveryOnePerms;
  272. }
  273. }
  274. }
  275. private uint m_EffectiveGroupPerms;
  276. public uint EffectiveGroupPerms
  277. {
  278. get
  279. {
  280. lock(m_PermissionsLock)
  281. {
  282. if(m_EffectivePermsInvalid)
  283. AggregatePerms();
  284. return m_EffectiveGroupPerms;
  285. }
  286. }
  287. }
  288. private uint m_EffectiveGroupOrEveryOnePerms;
  289. public uint EffectiveGroupOrEveryOnePerms
  290. {
  291. get
  292. {
  293. lock(m_PermissionsLock)
  294. {
  295. if(m_EffectivePermsInvalid)
  296. AggregatePerms();
  297. return m_EffectiveGroupOrEveryOnePerms;
  298. }
  299. }
  300. }
  301. private uint m_EffectiveOwnerPerms;
  302. public uint EffectiveOwnerPerms
  303. {
  304. get
  305. {
  306. lock(m_PermissionsLock)
  307. {
  308. if(m_EffectivePermsInvalid)
  309. AggregatePerms();
  310. return m_EffectiveOwnerPerms;
  311. }
  312. }
  313. }
  314. public void AggregatePerms()
  315. {
  316. lock(m_PermissionsLock)
  317. {
  318. // aux
  319. const uint allmask = (uint)PermissionMask.AllEffective;
  320. const uint movemodmask = (uint)(PermissionMask.Move | PermissionMask.Modify);
  321. const uint copytransfermast = (uint)(PermissionMask.Copy | PermissionMask.Transfer);
  322. uint basePerms = (RootPart.BaseMask & allmask) | (uint)PermissionMask.Move;
  323. bool noBaseTransfer = (basePerms & (uint)PermissionMask.Transfer) == 0;
  324. uint rootOwnerPerms = RootPart.OwnerMask;
  325. uint owner = rootOwnerPerms;
  326. uint rootGroupPerms = RootPart.GroupMask;
  327. uint group = rootGroupPerms;
  328. uint rootEveryonePerms = RootPart.EveryoneMask;
  329. uint everyone = rootEveryonePerms;
  330. bool needUpdate = false;
  331. // date is time of writing april 30th 2017
  332. bool newobj = (RootPart.CreationDate == 0 || RootPart.CreationDate > 1493574994);
  333. SceneObjectPart[] parts = m_parts.GetArray();
  334. for (int i = 0; i < parts.Length; i++)
  335. {
  336. SceneObjectPart part = parts[i];
  337. if(m_DeepEffectivePermsInvalid)
  338. part.AggregatedInnerPermsForGroup();
  339. owner &= part.AggregatedInnerOwnerPerms;
  340. group &= part.AggregatedInnerGroupPerms;
  341. if(newobj)
  342. group &= part.AggregatedInnerGroupPerms;
  343. if(newobj)
  344. everyone &= part.AggregatedInnerEveryonePerms;
  345. }
  346. // recover modify and move
  347. rootOwnerPerms &= movemodmask;
  348. owner |= rootOwnerPerms;
  349. if((owner & copytransfermast) == 0)
  350. owner |= (uint)PermissionMask.Transfer;
  351. owner &= basePerms;
  352. if(owner != m_EffectiveOwnerPerms)
  353. {
  354. needUpdate = true;
  355. m_EffectiveOwnerPerms = owner;
  356. }
  357. uint ownertransfermask = owner & (uint)PermissionMask.Transfer;
  358. // recover modify and move
  359. rootGroupPerms &= movemodmask;
  360. group |= rootGroupPerms;
  361. if(noBaseTransfer)
  362. group &=~(uint)PermissionMask.Copy;
  363. else
  364. group |= ownertransfermask;
  365. uint groupOrEveryone = group;
  366. uint tmpPerms = group & owner;
  367. if(tmpPerms != m_EffectiveGroupPerms)
  368. {
  369. needUpdate = true;
  370. m_EffectiveGroupPerms = tmpPerms;
  371. }
  372. // recover move
  373. rootEveryonePerms &= (uint)PermissionMask.Move;
  374. everyone |= rootEveryonePerms;
  375. everyone &= ~(uint)PermissionMask.Modify;
  376. if(noBaseTransfer)
  377. everyone &=~(uint)PermissionMask.Copy;
  378. else
  379. everyone |= ownertransfermask;
  380. groupOrEveryone |= everyone;
  381. tmpPerms = everyone & owner;
  382. if(tmpPerms != m_EffectiveEveryOnePerms)
  383. {
  384. needUpdate = true;
  385. m_EffectiveEveryOnePerms = tmpPerms;
  386. }
  387. tmpPerms = groupOrEveryone & owner;
  388. if(tmpPerms != m_EffectiveGroupOrEveryOnePerms)
  389. {
  390. needUpdate = true;
  391. m_EffectiveGroupOrEveryOnePerms = tmpPerms;
  392. }
  393. m_DeepEffectivePermsInvalid = false;
  394. m_EffectivePermsInvalid = false;
  395. if(needUpdate)
  396. RootPart.ScheduleFullUpdate();
  397. }
  398. }
  399. public uint CurrentAndFoldedNextPermissions()
  400. {
  401. uint perms=(uint)(PermissionMask.Modify |
  402. PermissionMask.Copy |
  403. PermissionMask.Move |
  404. PermissionMask.Transfer |
  405. PermissionMask.FoldedMask);
  406. uint ownerMask = RootPart.OwnerMask;
  407. SceneObjectPart[] parts = m_parts.GetArray();
  408. for (int i = 0; i < parts.Length; i++)
  409. {
  410. SceneObjectPart part = parts[i];
  411. ownerMask &= part.BaseMask;
  412. perms &= part.Inventory.MaskEffectivePermissions();
  413. }
  414. if ((ownerMask & (uint)PermissionMask.Modify) == 0)
  415. perms &= ~(uint)PermissionMask.Modify;
  416. if ((ownerMask & (uint)PermissionMask.Copy) == 0)
  417. perms &= ~(uint)PermissionMask.Copy;
  418. if ((ownerMask & (uint)PermissionMask.Transfer) == 0)
  419. perms &= ~(uint)PermissionMask.Transfer;
  420. if ((ownerMask & (uint)PermissionMask.Export) == 0)
  421. perms &= ~(uint)PermissionMask.Export;
  422. return perms;
  423. }
  424. public void ApplyNextOwnerPermissions()
  425. {
  426. // m_log.DebugFormat("[PRIM INVENTORY]: Applying next owner permissions to {0} {1}", Name, UUID);
  427. SceneObjectPart[] parts = m_parts.GetArray();
  428. for (int i = 0; i < parts.Length; i++)
  429. parts[i].ApplyNextOwnerPermissions();
  430. }
  431. public string GetStateSnapshot()
  432. {
  433. Dictionary<UUID, string> states = new Dictionary<UUID, string>();
  434. SceneObjectPart[] parts = m_parts.GetArray();
  435. for (int i = 0; i < parts.Length; i++)
  436. {
  437. SceneObjectPart part = parts[i];
  438. foreach (KeyValuePair<UUID, string> s in part.Inventory.GetScriptStates())
  439. states[s.Key] = s.Value;
  440. }
  441. if (states.Count < 1)
  442. return String.Empty;
  443. XmlDocument xmldoc = new XmlDocument();
  444. XmlNode xmlnode = xmldoc.CreateNode(XmlNodeType.XmlDeclaration,
  445. String.Empty, String.Empty);
  446. xmldoc.AppendChild(xmlnode);
  447. XmlElement rootElement = xmldoc.CreateElement("", "ScriptData",
  448. String.Empty);
  449. xmldoc.AppendChild(rootElement);
  450. XmlElement wrapper = xmldoc.CreateElement("", "ScriptStates",
  451. String.Empty);
  452. rootElement.AppendChild(wrapper);
  453. foreach (KeyValuePair<UUID, string> state in states)
  454. {
  455. XmlDocument sdoc = new XmlDocument();
  456. sdoc.LoadXml(state.Value);
  457. XmlNodeList rootL = sdoc.GetElementsByTagName("State");
  458. XmlNode rootNode = rootL[0];
  459. XmlNode newNode = xmldoc.ImportNode(rootNode, true);
  460. wrapper.AppendChild(newNode);
  461. }
  462. return xmldoc.InnerXml;
  463. }
  464. public void SetState(string objXMLData, IScene ins)
  465. {
  466. if (!(ins is Scene))
  467. return;
  468. Scene s = (Scene)ins;
  469. if (objXMLData == String.Empty)
  470. return;
  471. IScriptModule scriptModule = null;
  472. foreach (IScriptModule sm in s.RequestModuleInterfaces<IScriptModule>())
  473. {
  474. if (sm.ScriptEngineName == s.DefaultScriptEngine)
  475. scriptModule = sm;
  476. else if (scriptModule == null)
  477. scriptModule = sm;
  478. }
  479. if (scriptModule == null)
  480. return;
  481. XmlDocument doc = new XmlDocument();
  482. try
  483. {
  484. doc.LoadXml(objXMLData);
  485. }
  486. catch (Exception) // (System.Xml.XmlException)
  487. {
  488. // We will get here if the XML is invalid or in unit
  489. // tests. Really should determine which it is and either
  490. // fail silently or log it
  491. // Fail silently, for now.
  492. // TODO: Fix this
  493. //
  494. return;
  495. }
  496. XmlNodeList rootL = doc.GetElementsByTagName("ScriptData");
  497. if (rootL.Count != 1)
  498. return;
  499. XmlElement rootE = (XmlElement)rootL[0];
  500. XmlNodeList dataL = rootE.GetElementsByTagName("ScriptStates");
  501. if (dataL.Count != 1)
  502. return;
  503. XmlElement dataE = (XmlElement)dataL[0];
  504. foreach (XmlNode n in dataE.ChildNodes)
  505. {
  506. XmlElement stateE = (XmlElement)n;
  507. UUID itemID = new UUID(stateE.GetAttribute("UUID"));
  508. scriptModule.SetXMLState(itemID, n.OuterXml);
  509. }
  510. }
  511. public void ResumeScripts()
  512. {
  513. if (m_scene.RegionInfo.RegionSettings.DisableScripts)
  514. return;
  515. SceneObjectPart[] parts = m_parts.GetArray();
  516. for (int i = 0; i < parts.Length; i++)
  517. parts[i].Inventory.ResumeScripts();
  518. }
  519. /// <summary>
  520. /// Returns true if any part in the scene object contains scripts, false otherwise.
  521. /// </summary>
  522. /// <returns></returns>
  523. public bool ContainsScripts()
  524. {
  525. foreach (SceneObjectPart part in Parts)
  526. if (part.Inventory.ContainsScripts())
  527. return true;
  528. return false;
  529. }
  530. }
  531. }