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 += parts[i].Inventory.CreateScriptInstances(startParam, postOnRez, engine, stateSource);
  76. }
  77. return scriptsStarted;
  78. }
  79. /// <summary>
  80. /// Stop and remove the scripts contained in all the prims in this group
  81. /// </summary>
  82. public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
  83. {
  84. SceneObjectPart[] parts = m_parts.GetArray();
  85. for (int i = 0; i < parts.Length; i++)
  86. parts[i]?.Inventory?.RemoveScriptInstances(sceneObjectBeingDeleted);
  87. }
  88. /// <summary>
  89. /// Stop the scripts contained in all the prims in this group
  90. /// </summary>
  91. public void StopScriptInstances()
  92. {
  93. SceneObjectPart[] parts = m_parts.GetArray();
  94. for(int i = 0; i < parts.Length; ++i)
  95. parts[i]?.Inventory?.StopScriptInstances();
  96. }
  97. public void SendReleaseScriptsControl()
  98. {
  99. SceneObjectPart[] parts = m_parts.GetArray();
  100. for (int i = 0; i < parts.Length; i++)
  101. parts[i].Inventory.SendReleaseScriptsControl();
  102. }
  103. public void RemoveScriptsPermissions(int permissions)
  104. {
  105. SceneObjectPart[] parts = m_parts.GetArray();
  106. for (int i = 0; i < parts.Length; i++)
  107. parts[i].Inventory.RemoveScriptsPermissions(permissions);
  108. }
  109. public void RemoveScriptsPermissions(ScenePresence sp, int permissions)
  110. {
  111. SceneObjectPart[] parts = m_parts.GetArray();
  112. for (int i = 0; i < parts.Length; i++)
  113. parts[i].Inventory.RemoveScriptsPermissions(sp, permissions);
  114. }
  115. /// <summary>
  116. /// Add an inventory item from a user's inventory to a prim in this scene object.
  117. /// </summary>
  118. /// <param name="agentID">The agent adding the item.</param>
  119. /// <param name="localID">The local ID of the part receiving the add.</param>
  120. /// <param name="item">The user inventory item being added.</param>
  121. /// <param name="copyItemID">The item UUID that should be used by the new item.</param>
  122. /// <returns></returns>
  123. public bool AddInventoryItem(UUID agentID, uint localID, InventoryItemBase item, UUID copyItemID, bool withModRights = true)
  124. {
  125. //m_log.DebugFormat(
  126. // "[PRIM INVENTORY]: Adding inventory item {0} from {1} to part with local ID {2}",
  127. // item.Name, remoteClient.Name, localID);
  128. UUID newItemId = copyItemID.IsZero() ? item.ID : copyItemID;
  129. SceneObjectPart part = GetPart(localID);
  130. if (part is null)
  131. {
  132. m_log.Error(
  133. $"[PRIM INVENTORY]: Couldn't find prim local ID {localID} in group {Name}, {UUID} to add inventory item ID {newItemId}");
  134. return false;
  135. }
  136. TaskInventoryItem taskItem = new()
  137. {
  138. ItemID = newItemId,
  139. AssetID = item.AssetID,
  140. Name = item.Name,
  141. //CreationDate = (uint)Util.UnixTimeSinceEpoch(),
  142. Description = item.Description,
  143. OwnerID = part.OwnerID, // Transfer ownership
  144. CreatorID = item.CreatorIdAsUuid,
  145. Type = item.AssetType,
  146. InvType = item.InvType,
  147. Flags = item.Flags
  148. };
  149. if (agentID.NotEqual(part.OwnerID) && m_scene.Permissions.PropagatePermissions())
  150. {
  151. taskItem.BasePermissions = item.BasePermissions & item.NextPermissions;
  152. taskItem.CurrentPermissions = item.CurrentPermissions & item.NextPermissions;
  153. taskItem.EveryonePermissions = item.EveryOnePermissions & item.NextPermissions;
  154. taskItem.GroupPermissions = item.GroupPermissions & item.NextPermissions;
  155. taskItem.NextPermissions = item.NextPermissions;
  156. // We're adding this to a prim we don't own. Force
  157. // owner change
  158. taskItem.Flags |= (uint)InventoryItemFlags.ObjectSlamPerm;
  159. taskItem.LastOwnerID = item.Owner;
  160. }
  161. else
  162. {
  163. taskItem.BasePermissions = item.BasePermissions;
  164. taskItem.CurrentPermissions = item.CurrentPermissions;
  165. taskItem.EveryonePermissions = item.EveryOnePermissions;
  166. taskItem.GroupPermissions = item.GroupPermissions;
  167. taskItem.NextPermissions = item.NextPermissions;
  168. }
  169. // m_log.DebugFormat(
  170. // "[PRIM INVENTORY]: Flags are 0x{0:X} for item {1} added to part {2} by {3}",
  171. // taskItem.Flags, taskItem.Name, localID, remoteClient.Name);
  172. // TODO: These are pending addition of those fields to TaskInventoryItem
  173. // taskItem.SalePrice = item.SalePrice;
  174. // taskItem.SaleType = item.SaleType;
  175. bool addFromAllowedDrop;
  176. if(withModRights)
  177. addFromAllowedDrop = false;
  178. else
  179. addFromAllowedDrop = (part.ParentGroup.RootPart.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) != 0;
  180. part.Inventory.AddInventoryItem(taskItem, addFromAllowedDrop);
  181. part.ParentGroup.InvalidateDeepEffectivePerms();
  182. return true;
  183. }
  184. /// <summary>
  185. /// Returns an existing inventory item. Returns the original, so any changes will be live.
  186. /// </summary>
  187. /// <param name="primID"></param>
  188. /// <param name="itemID"></param>
  189. /// <returns>null if the item does not exist</returns>
  190. public TaskInventoryItem GetInventoryItem(uint primID, UUID itemID)
  191. {
  192. SceneObjectPart part = GetPart(primID);
  193. if (part is not null)
  194. {
  195. return part.Inventory.GetInventoryItem(itemID);
  196. }
  197. else
  198. {
  199. m_log.ErrorFormat(
  200. "[PRIM INVENTORY]: " +
  201. "Couldn't find prim local ID {0} in prim {1}, {2} to get inventory item ID {3}",
  202. primID, part.Name, part.UUID, itemID);
  203. }
  204. return null;
  205. }
  206. /// <summary>
  207. /// Update an existing inventory item.
  208. /// </summary>
  209. /// <param name="item">The updated item. An item with the same id must already exist
  210. /// in this prim's inventory</param>
  211. /// <returns>false if the item did not exist, true if the update occurred succesfully</returns>
  212. public bool UpdateInventoryItem(TaskInventoryItem item)
  213. {
  214. SceneObjectPart part = GetPart(item.ParentPartID);
  215. if (part is not null)
  216. {
  217. part.Inventory.UpdateInventoryItem(item);
  218. return true;
  219. }
  220. else
  221. {
  222. m_log.ErrorFormat(
  223. "[PRIM INVENTORY]: " +
  224. "Couldn't find prim ID {0} to update item {1}, {2}",
  225. item.ParentPartID, item.Name, item.ItemID);
  226. }
  227. return false;
  228. }
  229. public int RemoveInventoryItem(uint localID, UUID itemID)
  230. {
  231. SceneObjectPart part = GetPart(localID);
  232. if (part is not null)
  233. {
  234. int type = part.Inventory.RemoveInventoryItem(itemID);
  235. return type;
  236. }
  237. return -1;
  238. }
  239. // new test code, to place in better place later
  240. private readonly object m_PermissionsLock = new();
  241. private bool m_EffectivePermsInvalid = true;
  242. private bool m_DeepEffectivePermsInvalid = true;
  243. // should called when parts chanced by their contents did not, so we know their cacche is valid
  244. // in case of doubt call InvalidateDeepEffectivePerms(), it only costs a bit more cpu time
  245. public void InvalidateEffectivePerms()
  246. {
  247. lock(m_PermissionsLock)
  248. m_EffectivePermsInvalid = true;
  249. }
  250. // should called when parts chanced and their contents where accounted for
  251. public void InvalidateDeepEffectivePerms()
  252. {
  253. lock(m_PermissionsLock)
  254. {
  255. m_DeepEffectivePermsInvalid = true;
  256. m_EffectivePermsInvalid = true;
  257. }
  258. }
  259. private uint m_EffectiveEveryOnePerms;
  260. public uint EffectiveEveryOnePerms
  261. {
  262. get
  263. {
  264. lock(m_PermissionsLock)
  265. {
  266. if(m_EffectivePermsInvalid)
  267. AggregatePerms();
  268. return m_EffectiveEveryOnePerms;
  269. }
  270. }
  271. }
  272. private uint m_EffectiveGroupPerms;
  273. public uint EffectiveGroupPerms
  274. {
  275. get
  276. {
  277. lock(m_PermissionsLock)
  278. {
  279. if(m_EffectivePermsInvalid)
  280. AggregatePerms();
  281. return m_EffectiveGroupPerms;
  282. }
  283. }
  284. }
  285. private uint m_EffectiveGroupOrEveryOnePerms;
  286. public uint EffectiveGroupOrEveryOnePerms
  287. {
  288. get
  289. {
  290. lock(m_PermissionsLock)
  291. {
  292. if(m_EffectivePermsInvalid)
  293. AggregatePerms();
  294. return m_EffectiveGroupOrEveryOnePerms;
  295. }
  296. }
  297. }
  298. private uint m_EffectiveOwnerPerms;
  299. public uint EffectiveOwnerPerms
  300. {
  301. get
  302. {
  303. lock(m_PermissionsLock)
  304. {
  305. if(m_EffectivePermsInvalid)
  306. AggregatePerms();
  307. return m_EffectiveOwnerPerms;
  308. }
  309. }
  310. }
  311. public void AggregatePerms()
  312. {
  313. lock(m_PermissionsLock)
  314. {
  315. // aux
  316. const uint allmask = (uint)PermissionMask.AllEffective;
  317. const uint movemodmask = (uint)(PermissionMask.Move | PermissionMask.Modify);
  318. const uint copytransfermast = (uint)(PermissionMask.Copy | PermissionMask.Transfer);
  319. uint basePerms = (RootPart.BaseMask & allmask) | (uint)PermissionMask.Move;
  320. bool noBaseTransfer = (basePerms & (uint)PermissionMask.Transfer) == 0;
  321. uint rootOwnerPerms = RootPart.OwnerMask;
  322. uint owner = rootOwnerPerms;
  323. uint rootGroupPerms = RootPart.GroupMask;
  324. uint group = rootGroupPerms;
  325. uint rootEveryonePerms = RootPart.EveryoneMask;
  326. uint everyone = rootEveryonePerms;
  327. bool needUpdate = false;
  328. // date is time of writing april 30th 2017
  329. bool newobj = (RootPart.CreationDate == 0 || RootPart.CreationDate > 1493574994);
  330. SceneObjectPart[] parts = m_parts.GetArray();
  331. for (int i = 0; i < parts.Length; i++)
  332. {
  333. SceneObjectPart part = parts[i];
  334. if(m_DeepEffectivePermsInvalid)
  335. part.AggregatedInnerPermsForGroup();
  336. owner &= part.AggregatedInnerOwnerPerms;
  337. group &= part.AggregatedInnerGroupPerms;
  338. if(newobj)
  339. group &= part.AggregatedInnerGroupPerms;
  340. if(newobj)
  341. everyone &= part.AggregatedInnerEveryonePerms;
  342. }
  343. // recover modify and move
  344. rootOwnerPerms &= movemodmask;
  345. owner |= rootOwnerPerms;
  346. if((owner & copytransfermast) == 0)
  347. owner |= (uint)PermissionMask.Transfer;
  348. owner &= basePerms;
  349. if(owner != m_EffectiveOwnerPerms)
  350. {
  351. needUpdate = true;
  352. m_EffectiveOwnerPerms = owner;
  353. }
  354. uint ownertransfermask = owner & (uint)PermissionMask.Transfer;
  355. // recover modify and move
  356. rootGroupPerms &= movemodmask;
  357. group |= rootGroupPerms;
  358. if(noBaseTransfer)
  359. group &=~(uint)PermissionMask.Copy;
  360. else
  361. group |= ownertransfermask;
  362. uint groupOrEveryone = group;
  363. uint tmpPerms = group & owner;
  364. if(tmpPerms != m_EffectiveGroupPerms)
  365. {
  366. needUpdate = true;
  367. m_EffectiveGroupPerms = tmpPerms;
  368. }
  369. // recover move
  370. rootEveryonePerms &= (uint)PermissionMask.Move;
  371. everyone |= rootEveryonePerms;
  372. everyone &= ~(uint)PermissionMask.Modify;
  373. if(noBaseTransfer)
  374. everyone &=~(uint)PermissionMask.Copy;
  375. else
  376. everyone |= ownertransfermask;
  377. groupOrEveryone |= everyone;
  378. tmpPerms = everyone & owner;
  379. if(tmpPerms != m_EffectiveEveryOnePerms)
  380. {
  381. needUpdate = true;
  382. m_EffectiveEveryOnePerms = tmpPerms;
  383. }
  384. tmpPerms = groupOrEveryone & owner;
  385. if(tmpPerms != m_EffectiveGroupOrEveryOnePerms)
  386. {
  387. needUpdate = true;
  388. m_EffectiveGroupOrEveryOnePerms = tmpPerms;
  389. }
  390. m_DeepEffectivePermsInvalid = false;
  391. m_EffectivePermsInvalid = false;
  392. if(needUpdate)
  393. RootPart.ScheduleFullUpdate();
  394. }
  395. }
  396. public uint CurrentAndFoldedNextPermissions()
  397. {
  398. uint perms=(uint)(PermissionMask.Modify |
  399. PermissionMask.Copy |
  400. PermissionMask.Move |
  401. PermissionMask.Transfer |
  402. PermissionMask.FoldedMask);
  403. uint ownerMask = RootPart.OwnerMask;
  404. SceneObjectPart[] parts = m_parts.GetArray();
  405. for (int i = 0; i < parts.Length; i++)
  406. {
  407. SceneObjectPart part = parts[i];
  408. ownerMask &= part.BaseMask;
  409. perms &= part.Inventory.MaskEffectivePermissions();
  410. }
  411. if ((ownerMask & (uint)PermissionMask.Modify) == 0)
  412. perms &= ~(uint)PermissionMask.Modify;
  413. if ((ownerMask & (uint)PermissionMask.Copy) == 0)
  414. perms &= ~(uint)PermissionMask.Copy;
  415. if ((ownerMask & (uint)PermissionMask.Transfer) == 0)
  416. perms &= ~(uint)PermissionMask.Transfer;
  417. if ((ownerMask & (uint)PermissionMask.Export) == 0)
  418. perms &= ~(uint)PermissionMask.Export;
  419. return perms;
  420. }
  421. public void ApplyNextOwnerPermissions()
  422. {
  423. // m_log.DebugFormat("[PRIM INVENTORY]: Applying next owner permissions to {0} {1}", Name, UUID);
  424. SceneObjectPart[] parts = m_parts.GetArray();
  425. for (int i = 0; i < parts.Length; i++)
  426. parts[i].ApplyNextOwnerPermissions();
  427. }
  428. public string GetStateSnapshot()
  429. {
  430. Dictionary<UUID, string> states = new();
  431. SceneObjectPart[] parts = m_parts.GetArray();
  432. for (int i = 0; i < parts.Length; i++)
  433. {
  434. SceneObjectPart part = parts[i];
  435. foreach (KeyValuePair<UUID, string> s in part.Inventory.GetScriptStates())
  436. states[s.Key] = s.Value;
  437. }
  438. if (states.Count < 1)
  439. return string.Empty;
  440. XmlDocument xmldoc = new();
  441. XmlNode xmlnode = xmldoc.CreateNode(XmlNodeType.XmlDeclaration, string.Empty, string.Empty);
  442. xmldoc.AppendChild(xmlnode);
  443. XmlElement rootElement = xmldoc.CreateElement("", "ScriptData", string.Empty);
  444. xmldoc.AppendChild(rootElement);
  445. XmlElement wrapper = xmldoc.CreateElement("", "ScriptStates", string.Empty);
  446. rootElement.AppendChild(wrapper);
  447. foreach (KeyValuePair<UUID, string> state in states)
  448. {
  449. XmlDocument sdoc = new();
  450. sdoc.LoadXml(state.Value);
  451. XmlNodeList rootL = sdoc.GetElementsByTagName("State");
  452. XmlNode rootNode = rootL[0];
  453. XmlNode newNode = xmldoc.ImportNode(rootNode, true);
  454. wrapper.AppendChild(newNode);
  455. }
  456. return xmldoc.InnerXml;
  457. }
  458. public void SetState(string objXMLData, IScene ins)
  459. {
  460. if (ins is not Scene s)
  461. return;
  462. if (objXMLData.Length == 0)
  463. return;
  464. IScriptModule scriptModule = null;
  465. foreach (IScriptModule sm in s.RequestModuleInterfaces<IScriptModule>())
  466. {
  467. if (sm.ScriptEngineName == s.DefaultScriptEngine)
  468. scriptModule = sm;
  469. else
  470. scriptModule ??= sm;
  471. }
  472. if (scriptModule is null)
  473. return;
  474. XmlDocument doc = new();
  475. try
  476. {
  477. doc.LoadXml(objXMLData);
  478. }
  479. catch (Exception) // (System.Xml.XmlException)
  480. {
  481. // We will get here if the XML is invalid or in unit
  482. // tests. Really should determine which it is and either
  483. // fail silently or log it
  484. // Fail silently, for now.
  485. // TODO: Fix this
  486. //
  487. return;
  488. }
  489. XmlNodeList rootL = doc.GetElementsByTagName("ScriptData");
  490. if (rootL.Count != 1)
  491. return;
  492. XmlElement rootE = (XmlElement)rootL[0];
  493. XmlNodeList dataL = rootE.GetElementsByTagName("ScriptStates");
  494. if (dataL.Count != 1)
  495. return;
  496. XmlElement dataE = (XmlElement)dataL[0];
  497. foreach (XmlNode n in dataE.ChildNodes)
  498. {
  499. XmlElement stateE = (XmlElement)n;
  500. UUID itemID = new(stateE.GetAttribute("UUID"));
  501. scriptModule.SetXMLState(itemID, n.OuterXml);
  502. }
  503. }
  504. public void ResumeScripts()
  505. {
  506. if (m_scene.RegionInfo.RegionSettings.DisableScripts)
  507. return;
  508. SceneObjectPart[] parts = m_parts.GetArray();
  509. for (int i = 0; i < parts.Length; i++)
  510. parts[i].Inventory.ResumeScripts();
  511. }
  512. /// <summary>
  513. /// Returns true if any part in the scene object contains scripts, false otherwise.
  514. /// </summary>
  515. /// <returns></returns>
  516. public bool ContainsScripts()
  517. {
  518. foreach (SceneObjectPart part in Parts)
  519. if (part.Inventory.ContainsScripts())
  520. return true;
  521. return false;
  522. }
  523. }
  524. }