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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.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}", name, folderID);
- if (!m_Scene.Permissions.CanCreateUserInventory(invType, remoteClient.AgentId))
- return;
- if (transactionID == UUID.Zero)
- {
- ScenePresence presence;
- if (m_Scene.TryGetScenePresence(remoteClient.AgentId, out presence))
- {
- byte[] data = null;
- 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;
- }
- 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, invType, nextOwnerMask, creationDate);
- }
- else
- {
- m_log.ErrorFormat(
- "[INVENTORY ACCESS MODULE]: ScenePresence for agent uuid {0} unexpectedly not found in CreateNewInventoryItem",
- remoteClient.AgentId);
- }
- }
- else
- {
- IAgentAssetTransactions agentTransactions = m_Scene.AgentTransactionsModule;
- if (agentTransactions != null)
- {
- agentTransactions.HandleItemCreationFromTransaction(
- remoteClient, transactionID, folderID, callbackID, description,
- name, invType, assetType, wearableType, nextOwnerMask);
- }
- }
- }
- 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 = new InventoryItemBase(itemID, remoteClient.AgentId);
- item = m_Scene.InventoryService.GetItem(item);
- if (item.Owner != remoteClient.AgentId)
- return UUID.Zero;
- if (item != null)
- {
- 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");
- }
- 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);
- }
- else
- {
- m_log.ErrorFormat(
- "[INVENTORY ACCESS MODULE]: Could not find item {0} for caps inventory update",
- itemID);
- }
- return UUID.Zero;
- }
-
- 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>();
- foreach (SceneObjectGroup objectGroup in objlist)
- {
- if (objectGroup.RootPart.KeyframeMotion != null)
- objectGroup.RootPart.KeyframeMotion.Stop();
- objectGroup.RootPart.KeyframeMotion = null;
- // Vector3 inventoryStoredPosition = new Vector3
- // (((objectGroup.AbsolutePosition.X > (int)Constants.RegionSize)
- // ? 250
- // : objectGroup.AbsolutePosition.X)
- // ,
- // (objectGroup.AbsolutePosition.Y > (int)Constants.RegionSize)
- // ? 250
- // : objectGroup.AbsolutePosition.Y,
- // objectGroup.AbsolutePosition.Z);
- //
- // originalPositions[objectGroup.UUID] = objectGroup.AbsolutePosition;
- //
- // objectGroup.AbsolutePosition = inventoryStoredPosition;
- // 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];
- 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;
-
- // Can't know creator is the same, so null it in inventory
- if (objlist.Count > 1)
- {
- item.CreatorId = UUID.Zero.ToString();
- item.Flags = (uint)InventoryItemFlags.ObjectHasMultipleItems;
- }
- else
- {
- item.CreatorId = objlist[0].RootPart.CreatorID.ToString();
- item.CreatorData = objlist[0].RootPart.CreatorData;
- item.SaleType = objlist[0].RootPart.ObjectSaleType;
- item.SalePrice = objlist[0].RootPart.SalePrice;
- }
- AssetBase asset = CreateAsset(
- objlist[0].GetPartName(objlist[0].RootPart.LocalId),
- objlist[0].GetPartDescription(objlist[0].RootPart.LocalId),
- (sbyte)AssetType.Object,
- Utils.StringToBytes(itemXml),
- objlist[0].OwnerID.ToString());
- m_Scene.AssetService.Store(asset);
-
- item.AssetID = asset.FullID;
- if (DeRezAction.SaveToExistingUserInventoryItem == action)
- {
- m_Scene.InventoryService.UpdateItem(item);
- }
- else
- {
- AddPermissions(item, objlist[0], objlist, remoteClient);
- item.CreationDate = Util.UnixTimeSinceEpoch();
- item.Description = asset.Description;
- item.Name = asset.Name;
- item.AssetType = asset.Type;
- m_Scene.AddInventoryItem(item);
- if (remoteClient != null && item.Owner == remoteClient.AgentId)
- {
- 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)
- 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) | 7;
- foreach (SceneObjectGroup grp in objsForEffectivePermissions)
- effectivePerms &= grp.GetEffectivePermissions();
- effectivePerms |= (uint)PermissionMask.Move;
- if (remoteClient != null && (remoteClient.AgentId != so.RootPart.OwnerID) && m_Scene.Permissions.PropagatePermissions())
- {
- uint perms = effectivePerms;
- uint nextPerms = (perms & 7) << 13;
- if ((nextPerms & (uint)PermissionMask.Copy) == 0)
- perms &= ~(uint)PermissionMask.Copy;
- if ((nextPerms & (uint)PermissionMask.Transfer) == 0)
- perms &= ~(uint)PermissionMask.Transfer;
- if ((nextPerms & (uint)PermissionMask.Modify) == 0)
- perms &= ~(uint)PermissionMask.Modify;
- item.BasePermissions = perms & so.RootPart.NextOwnerMask;
- item.CurrentPermissions = item.BasePermissions;
- item.NextPermissions = perms & so.RootPart.NextOwnerMask;
- item.EveryOnePermissions = so.RootPart.EveryoneMask & so.RootPart.NextOwnerMask;
- item.GroupPermissions = so.RootPart.GroupMask & so.RootPart.NextOwnerMask;
-
- // Magic number badness. Maybe this deserves an enum.
- // bit 4 (16) is the "Slam" bit, it means treat as passed
- // and apply next owner perms on rez
- item.CurrentPermissions |= 16; // Slam!
- }
- 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 |
- 7); // 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)
- {
- // 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;
- }
- // 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;
- InventoryItemBase item = null;
- if (DeRezAction.SaveToExistingUserInventoryItem == action)
- {
- item = new InventoryItemBase(so.RootPart.FromUserInventoryItemID, userID);
- item = m_Scene.InventoryService.GetItem(item);
- //item = userInfo.RootFolder.FindItem(
- // objectGroup.RootPart.FromUserInventoryItemID);
- if (null == item)
- {
- m_log.DebugFormat(
- "[INVENTORY ACCESS MODULE]: Object {0} {1} scheduled for save to inventory has already been deleted.",
- so.Name, so.UUID);
-
- return null;
- }
- }
- else
- {
- // Folder magic
- //
- if (action == DeRezAction.Delete)
- {
- // Deleting someone else's item
- //
- if (remoteClient == null ||
- so.OwnerID != remoteClient.AgentId)
- {
- folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.LostAndFoundFolder);
- }
- else
- {
- folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.TrashFolder);
- }
- }
- else if (action == DeRezAction.Return)
- {
- // Dump to lost + found unconditionally
- //
- folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.LostAndFoundFolder);
- }
- if (folderID == UUID.Zero && folder == null)
- {
- if (action == DeRezAction.Delete)
- {
- // Deletes go to trash by default
- //
- folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.TrashFolder);
- }
- 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, AssetType.Object);
- so.FromFolderID = UUID.Zero;
- }
- else
- {
- // Catch all. Use lost & found
- //
- folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.LostAndFoundFolder);
- }
- }
- }
- // Override and put into where it came from, if it came
- // from anywhere in inventory and the owner is taking it back.
- //
- if (action == DeRezAction.Take || action == DeRezAction.TakeCopy)
- {
- if (so.FromFolderID != UUID.Zero && so.RootPart.OwnerID == remoteClient.AgentId)
- {
- InventoryFolderBase f = new InventoryFolderBase(so.FromFolderID, userID);
- folder = m_Scene.InventoryService.GetFolder(f);
- if(folder.Type == 14 || folder.Type == 16)
- {
- // folder.Type = 6;
- folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.Object);
- }
- }
- }
- 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;
- }
-
- return item;
- }
- 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)
- {
- // m_log.DebugFormat("[INVENTORY ACCESS MODULE]: RezObject for {0}, item {1}", remoteClient.Name, itemID);
- InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
- item = m_Scene.InventoryService.GetItem(item);
- if (item == null)
- {
- m_log.WarnFormat(
- "[INVENTORY ACCESS MODULE]: Could not find item {0} for {1} in RezObject()",
- itemID, remoteClient.Name);
- return null;
- }
- item.Owner = remoteClient.AgentId;
- return RezObject(
- remoteClient, item, item.AssetID,
- RayEnd, RayStart, RayTargetID, BypassRayCast, RayEndIsIntersection,
- RezSelected, RemoveItem, fromTaskID, attachment);
- }
- 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)
- {
- 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);
- }
- else
- {
- m_log.WarnFormat(
- "[INVENTORY ACCESS MODULE]: Could not find asset {0} for {1} in RezObject()",
- assetID, remoteClient.Name);
- }
- return null;
- }
- SceneObjectGroup group = null;
- string xmlData = Utils.BytesToString(rezAsset.Data);
- List<SceneObjectGroup> objlist = new List<SceneObjectGroup>();
- List<Vector3> veclist = new List<Vector3>();
- byte bRayEndIsIntersection = (byte)(RayEndIsIntersection ? 1 : 0);
- Vector3 pos;
- XmlDocument doc = new XmlDocument();
- doc.LoadXml(xmlData);
- XmlElement e = (XmlElement)doc.SelectSingleNode("/CoalescedObject");
- if (e == null || attachment) // Single
- {
- SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
- objlist.Add(g);
- veclist.Add(Vector3.Zero);
- float offsetHeight = 0;
- pos = m_Scene.GetNewRezLocation(
- RayStart, RayEnd, RayTargetID, Quaternion.Identity,
- BypassRayCast, bRayEndIsIntersection, true, g.GetAxisAlignedBoundingBox(out offsetHeight), false);
- pos.Z += offsetHeight;
- }
- else
- {
- XmlElement coll = (XmlElement)e;
- float bx = Convert.ToSingle(coll.GetAttribute("x"));
- float by = Convert.ToSingle(coll.GetAttribute("y"));
- float bz = Convert.ToSingle(coll.GetAttribute("z"));
- Vector3 bbox = new Vector3(bx, by, bz);
- pos = m_Scene.GetNewRezLocation(RayStart, RayEnd,
- RayTargetID, Quaternion.Identity,
- BypassRayCast, bRayEndIsIntersection, true,
- bbox, false);
- pos -= bbox / 2;
- XmlNodeList groups = e.SelectNodes("SceneObjectGroup");
- foreach (XmlNode n in groups)
- {
- SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(n.OuterXml);
- objlist.Add(g);
- XmlElement el = (XmlElement)n;
- string rawX = el.GetAttribute("offsetx");
- string rawY = el.GetAttribute("offsety");
- string rawZ = el.GetAttribute("offsetz");
- //
- // m_log.DebugFormat(
- // "[INVENTORY ACCESS MODULE]: Converting coalesced object {0} offset <{1}, {2}, {3}>",
- // g.Name, rawX, rawY, rawZ);
- float x = Convert.ToSingle(rawX);
- float y = Convert.ToSingle(rawY);
- float z = Convert.ToSingle(rawZ);
- veclist.Add(new Vector3(x, y, z));
- }
- }
- if (item != null && !DoPreRezWhenFromItem(remoteClient, item, objlist, pos, veclist, attachment))
- return null;
- for (int i = 0; i < objlist.Count; i++)
- {
- group = objlist[i];
- // 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");
- }
- 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;
- }
- 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;
- }
- }
- group.ResetIDs();
- if (attachment)
- {
- group.RootPart.Flags |= PrimFlags.Phantom;
- group.IsAttachment = true;
- }
- // 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.
- m_Scene.AddNewSceneObject(group, true, false);
- // if attachment we set it's asset id so object updates
- // can reflect that, if not, we set it's position in world.
- if (!attachment)
- {
- group.ScheduleGroupForFullUpdate();
- group.AbsolutePosition = pos + veclist[i];
- }
- group.SetGroup(remoteClient.ActiveGroupId, remoteClient);
- if (!attachment)
- {
- SceneObjectPart rootPart = group.RootPart;
- if (rootPart.Shape.PCode == (byte)PCode.Prim)
- group.ClearPartAttachmentData();
- // Fire on_rez
- group.CreateScriptInstances(0, true, m_Scene.DefaultScriptEngine, 1);
- rootPart.ParentGroup.ResumeScripts();
- rootPart.ScheduleFullUpdate();
- }
- // 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);
- }
- 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.
- if (i == 0)
- {
- rootPart.Name = item.Name;
- rootPart.Description = item.Description;
- 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 & 16) != 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)
- {
- if ((item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0)
- {
- part.EveryoneMask = item.EveryOnePermissions;
- part.NextOwnerMask = item.NextPermissions;
- }
- part.GroupMask = 0; // DO NOT propagate here
- }
-
- so.ApplyNextOwnerPermissions();
- }
- }
-
- foreach (SceneObjectPart part in so.Parts)
- {
- part.FromUserInventoryItemID = fromUserInventoryItemId;
- if ((part.OwnerID != item.Owner) ||
- (item.CurrentPermissions & 16) != 0)
- {
- part.Inventory.ChangeInventoryOwner(item.Owner);
- part.GroupMask = 0; // DO NOT propagate here
- }
- part.EveryoneMask = item.EveryOnePermissions;
- part.NextOwnerMask = item.NextPermissions;
- }
-
- rootPart.TrimPermissions();
- 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 = new InventoryItemBase(itemID, agentID);
- item = invService.GetItem(item);
-
- if (item != null && item.CreatorData != null && item.CreatorData != string.Empty)
- UserManagementModule.AddUser(item.CreatorIdAsUuid, item.CreatorData);
- return item;
- }
- #endregion
- }
- }
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