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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.Collections;
- using System.Reflection;
- using System.Text;
- using System.Threading;
- using System.Timers;
- using System.Xml;
- using OpenMetaverse;
- using OpenMetaverse.Packets;
- using log4net;
- using OpenSim.Framework;
- using OpenSim.Region.Framework;
- using OpenSim.Framework.Client;
- using OpenSim.Region.Framework.Interfaces;
- using OpenSim.Region.Framework.Scenes.Serialization;
- using PermissionMask = OpenSim.Framework.PermissionMask;
- namespace OpenSim.Region.Framework.Scenes
- {
- public partial class Scene
- {
- private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- private static readonly string LogHeader = "[SCENE INVENTORY]";
- /// <summary>
- /// Allows asynchronous derezzing of objects from the scene into a client's inventory.
- /// </summary>
- protected AsyncSceneObjectGroupDeleter m_asyncSceneObjectDeleter;
- /// <summary>
- /// Allows inventory details to be sent to clients asynchronously
- /// </summary>
- protected AsyncInventorySender m_asyncInventorySender;
- /// <summary>
- /// Creates all the scripts in the scene which should be started.
- /// </summary>
- /// <returns>
- /// Number of scripts that were valid for starting. This does not guarantee that all these scripts
- /// were actually started, but just that the start could be attempt (e.g. the asset data for the script could be found)
- /// </returns>
- public int CreateScriptInstances()
- {
- m_log.InfoFormat("[SCENE]: Initializing script instances in {0}", RegionInfo.RegionName);
- int scriptsValidForStarting = 0;
- EntityBase[] entities = Entities.GetEntities();
- foreach (EntityBase group in entities)
- {
- if (group is SceneObjectGroup)
- {
- scriptsValidForStarting
- += ((SceneObjectGroup) group).CreateScriptInstances(0, false, DefaultScriptEngine, 0);
- ((SceneObjectGroup) group).ResumeScripts();
- }
- }
- m_log.InfoFormat(
- "[SCENE]: Initialized {0} script instances in {1}",
- scriptsValidForStarting, RegionInfo.RegionName);
- return scriptsValidForStarting;
- }
- /// <summary>
- /// Lets the script engines start processing scripts.
- /// </summary>
- public void StartScripts()
- {
- // m_log.InfoFormat("[SCENE]: Starting scripts in {0}, please wait.", RegionInfo.RegionName);
- IScriptModule[] engines = RequestModuleInterfaces<IScriptModule>();
- foreach (IScriptModule engine in engines)
- engine.StartProcessing();
- }
- public void AddUploadedInventoryItem(UUID agentID, InventoryItemBase item)
- {
- IMoneyModule money = RequestModuleInterface<IMoneyModule>();
- if (money != null)
- {
- money.ApplyUploadCharge(agentID, money.UploadCharge, "Asset upload");
- }
- AddInventoryItem(item);
- }
- public bool AddInventoryItemReturned(UUID AgentId, InventoryItemBase item)
- {
- if (AddInventoryItem(item))
- return true;
- else
- {
- m_log.WarnFormat(
- "[AGENT INVENTORY]: Unable to add item {1} to agent {2} inventory", item.Name, AgentId);
- return false;
- }
- }
- public bool AddInventoryItem(InventoryItemBase item)
- {
- return AddInventoryItem(item, true);
- }
- /// <summary>
- /// Add the given inventory item to a user's inventory.
- /// </summary>
- /// <param name="item"></param>
- public bool AddInventoryItem(InventoryItemBase item, bool trigger)
- {
- if (item.Folder != UUID.Zero && InventoryService.AddItem(item))
- {
- int userlevel = 0;
- if (Permissions.IsGod(item.Owner))
- {
- userlevel = 1;
- }
- if (trigger)
- EventManager.TriggerOnNewInventoryItemUploadComplete(item.Owner, (AssetType)item.AssetType, item.AssetID, item.Name, userlevel);
- return true;
- }
- // OK so either the viewer didn't send a folderID or AddItem failed
- UUID originalFolder = item.Folder;
- InventoryFolderBase f = InventoryService.GetFolderForType(item.Owner, (AssetType)item.AssetType);
- if (f != null)
- {
- m_log.DebugFormat(
- "[AGENT INVENTORY]: Found folder {0} type {1} for item {2}",
- f.Name, (AssetType)f.Type, item.Name);
-
- item.Folder = f.ID;
- }
- else
- {
- f = InventoryService.GetRootFolder(item.Owner);
- if (f != null)
- {
- item.Folder = f.ID;
- }
- else
- {
- m_log.WarnFormat(
- "[AGENT INVENTORY]: Could not find root folder for {0} when trying to add item {1} with no parent folder specified",
- item.Owner, item.Name);
- return false;
- }
- }
-
- if (InventoryService.AddItem(item))
- {
- int userlevel = 0;
- if (Permissions.IsGod(item.Owner))
- {
- userlevel = 1;
- }
- if (trigger)
- EventManager.TriggerOnNewInventoryItemUploadComplete(item.Owner, (AssetType)item.AssetType, item.AssetID, item.Name, userlevel);
- if (originalFolder != UUID.Zero)
- {
- // Tell the viewer that the item didn't go there
- ChangePlacement(item, f);
- }
- return true;
- }
- else
- {
- m_log.WarnFormat(
- "[AGENT INVENTORY]: Agent {0} could not add item {1} {2}",
- item.Owner, item.Name, item.ID);
- return false;
- }
- }
- private void ChangePlacement(InventoryItemBase item, InventoryFolderBase f)
- {
- ScenePresence sp = GetScenePresence(item.Owner);
- if (sp != null)
- {
- if (sp.ControllingClient is IClientCore)
- {
- IClientCore core = (IClientCore)sp.ControllingClient;
- IClientInventory inv;
- if (core.TryGet<IClientInventory>(out inv))
- {
- InventoryFolderBase parent = new InventoryFolderBase(f.ParentID, f.Owner);
- parent = InventoryService.GetFolder(parent);
- inv.SendRemoveInventoryItems(new UUID[] { item.ID });
- inv.SendBulkUpdateInventory(new InventoryFolderBase[0], new InventoryItemBase[] { item });
- string message = "The item was placed in folder " + f.Name;
- if (parent != null)
- message += " under " + parent.Name;
- sp.ControllingClient.SendAgentAlertMessage(message, false);
- }
- }
- }
- }
- /// <summary>
- /// Add the given inventory item to a user's inventory.
- /// </summary>
- /// <param name="AgentID">
- /// A <see cref="UUID"/>
- /// </param>
- /// <param name="item">
- /// A <see cref="InventoryItemBase"/>
- /// </param>
- [Obsolete("Use AddInventoryItem(InventoryItemBase item) instead. This was deprecated in OpenSim 0.7.1")]
- public void AddInventoryItem(UUID AgentID, InventoryItemBase item)
- {
- AddInventoryItem(item);
- }
- /// <summary>
- /// Add an inventory item to an avatar's inventory.
- /// </summary>
- /// <param name="remoteClient">The remote client controlling the avatar</param>
- /// <param name="item">The item. This structure contains all the item metadata, including the folder
- /// in which the item is to be placed.</param>
- public void AddInventoryItem(IClientAPI remoteClient, InventoryItemBase item)
- {
- AddInventoryItem(item);
- remoteClient.SendInventoryItemCreateUpdate(item, 0);
- }
- /// <summary>
- /// <see>CapsUpdatedInventoryItemAsset(IClientAPI, UUID, byte[])</see>
- /// </summary>
- public UUID CapsUpdateInventoryItemAsset(UUID avatarId, UUID itemID, byte[] data)
- {
- ScenePresence avatar;
- if (TryGetScenePresence(avatarId, out avatar))
- {
- IInventoryAccessModule invAccess = RequestModuleInterface<IInventoryAccessModule>();
- if (invAccess != null)
- return invAccess.CapsUpdateInventoryItemAsset(avatar.ControllingClient, itemID, data);
- }
- else
- {
- m_log.ErrorFormat(
- "[AGENT INVENTORY]: " +
- "Avatar {0} cannot be found to update its inventory item asset",
- avatarId);
- }
- return UUID.Zero;
- }
- /// <summary>
- /// Capability originating call to update the asset of a script in a prim's (task's) inventory
- /// </summary>
- /// <param name="remoteClient"></param>
- /// <param name="itemID"></param>
- /// <param name="primID">The prim which contains the item to update</param>
- /// <param name="isScriptRunning">Indicates whether the script to update is currently running</param>
- /// <param name="data"></param>
- public ArrayList CapsUpdateTaskInventoryScriptAsset(IClientAPI remoteClient, UUID itemId,
- UUID primId, bool isScriptRunning, byte[] data)
- {
- if (!Permissions.CanEditScript(itemId, primId, remoteClient.AgentId))
- {
- remoteClient.SendAgentAlertMessage("Insufficient permissions to edit script", false);
- return new ArrayList();
- }
- // Retrieve group
- SceneObjectPart part = GetSceneObjectPart(primId);
- if (part == null)
- return new ArrayList();
- SceneObjectGroup group = part.ParentGroup;
- // Retrieve item
- TaskInventoryItem item = group.GetInventoryItem(part.LocalId, itemId);
- if (null == item)
- {
- m_log.ErrorFormat(
- "[PRIM INVENTORY]: Tried to retrieve item ID {0} from prim {1}, {2} for caps script update "
- + " but the item does not exist in this inventory",
- itemId, part.Name, part.UUID);
- return new ArrayList();
- }
- AssetBase asset = CreateAsset(item.Name, item.Description, (sbyte)AssetType.LSLText, data, remoteClient.AgentId);
- AssetService.Store(asset);
- // m_log.DebugFormat(
- // "[PRIM INVENTORY]: Stored asset {0} when updating item {1} in prim {2} for {3}",
- // asset.ID, item.Name, part.Name, remoteClient.Name);
- if (isScriptRunning)
- {
- part.Inventory.RemoveScriptInstance(item.ItemID, false);
- }
- // Update item with new asset
- item.AssetID = asset.FullID;
- if (group.UpdateInventoryItem(item))
- remoteClient.SendAlertMessage("Script saved");
-
- part.SendPropertiesToClient(remoteClient);
- // Trigger rerunning of script (use TriggerRezScript event, see RezScript)
- ArrayList errors = new ArrayList();
- if (isScriptRunning)
- {
- // Needs to determine which engine was running it and use that
- //
- part.Inventory.CreateScriptInstance(item.ItemID, 0, false, DefaultScriptEngine, 0);
- errors = part.Inventory.GetScriptErrors(item.ItemID);
- }
- else
- {
- remoteClient.SendAlertMessage("Script saved");
- }
- // Tell anyone managing scripts that a script has been reloaded/changed
- EventManager.TriggerUpdateScript(remoteClient.AgentId, itemId, primId, isScriptRunning, item.AssetID);
- part.ParentGroup.ResumeScripts();
- return errors;
- }
- /// <summary>
- /// <see>CapsUpdateTaskInventoryScriptAsset(IClientAPI, UUID, UUID, bool, byte[])</see>
- /// </summary>
- public ArrayList CapsUpdateTaskInventoryScriptAsset(UUID avatarId, UUID itemId,
- UUID primId, bool isScriptRunning, byte[] data)
- {
- ScenePresence avatar;
- if (TryGetScenePresence(avatarId, out avatar))
- {
- return CapsUpdateTaskInventoryScriptAsset(
- avatar.ControllingClient, itemId, primId, isScriptRunning, data);
- }
- else
- {
- m_log.ErrorFormat(
- "[PRIM INVENTORY]: " +
- "Avatar {0} cannot be found to update its prim item asset",
- avatarId);
- return new ArrayList();
- }
- }
- /// <summary>
- /// Update an item which is either already in the client's inventory or is within
- /// a transaction
- /// </summary>
- /// <param name="remoteClient"></param>
- /// <param name="transactionID">The transaction ID. If this is UUID.Zero we will
- /// assume that we are not in a transaction</param>
- /// <param name="itemID">The ID of the updated item</param>
- /// <param name="name">The name of the updated item</param>
- /// <param name="description">The description of the updated item</param>
- /// <param name="nextOwnerMask">The permissions of the updated item</param>
- /* public void UpdateInventoryItemAsset(IClientAPI remoteClient, UUID transactionID,
- UUID itemID, string name, string description,
- uint nextOwnerMask)*/
- public void UpdateInventoryItemAsset(IClientAPI remoteClient, UUID transactionID,
- UUID itemID, InventoryItemBase itemUpd)
- {
- // m_log.DebugFormat(
- // "[USER INVENTORY]: Updating asset for item {0} {1}, transaction ID {2} for {3}",
- // itemID, itemUpd.Name, transactionID, remoteClient.Name);
- // This one will let people set next perms on items in agent
- // inventory. Rut-Roh. Whatever. Make this secure. Yeah.
- //
- // Passing something to another avatar or a an object will already
- InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
- item = InventoryService.GetItem(item);
- if (item != null)
- {
- if (item.Owner != remoteClient.AgentId)
- return;
- item.Name = itemUpd.Name;
- item.Description = itemUpd.Description;
- // m_log.DebugFormat(
- // "[USER INVENTORY]: itemUpd {0} {1} {2} {3}, item {4} {5} {6} {7}",
- // itemUpd.NextPermissions, itemUpd.GroupPermissions, itemUpd.EveryOnePermissions, item.Flags,
- // item.NextPermissions, item.GroupPermissions, item.EveryOnePermissions, item.CurrentPermissions);
- bool sendUpdate = false;
- if (itemUpd.NextPermissions != 0) // Use this to determine validity. Can never be 0 if valid
- {
- // Create a set of base permissions that will not include export if the user
- // is not allowed to change the export flag.
- bool denyExportChange = false;
- // m_log.DebugFormat("[XXX]: B: {0} O: {1} E: {2}", itemUpd.BasePermissions, itemUpd.CurrentPermissions, itemUpd.EveryOnePermissions);
- // If the user is not the creator or doesn't have "E" in both "B" and "O", deny setting export
- if ((item.BasePermissions & (uint)(PermissionMask.All | PermissionMask.Export)) != (uint)(PermissionMask.All | PermissionMask.Export) || (item.CurrentPermissions & (uint)PermissionMask.Export) == 0 || item.CreatorIdAsUuid != item.Owner)
- denyExportChange = true;
- // m_log.DebugFormat("[XXX]: Deny Export Update {0}", denyExportChange);
- // If it is already set, force it set and also force full perm
- // else prevent setting it. It can and should never be set unless
- // set in base, so the condition above is valid
- if (denyExportChange)
- {
- // If we are not allowed to change it, then force it to the
- // original item's setting and if it was on, also force full perm
- if ((item.EveryOnePermissions & (uint)PermissionMask.Export) != 0)
- {
- itemUpd.NextPermissions = (uint)(PermissionMask.All);
- itemUpd.EveryOnePermissions |= (uint)PermissionMask.Export;
- }
- else
- {
- itemUpd.EveryOnePermissions &= ~(uint)PermissionMask.Export;
- }
- }
- else
- {
- // If the new state is exportable, force full perm
- if ((itemUpd.EveryOnePermissions & (uint)PermissionMask.Export) != 0)
- {
- // m_log.DebugFormat("[XXX]: Force full perm");
- itemUpd.NextPermissions = (uint)(PermissionMask.All);
- }
- }
- if (item.NextPermissions != (itemUpd.NextPermissions & item.BasePermissions))
- item.Flags |= (uint)InventoryItemFlags.ObjectOverwriteNextOwner;
- item.NextPermissions = itemUpd.NextPermissions & item.BasePermissions;
- if (item.EveryOnePermissions != (itemUpd.EveryOnePermissions & item.BasePermissions))
- item.Flags |= (uint)InventoryItemFlags.ObjectOverwriteEveryone;
- item.EveryOnePermissions = itemUpd.EveryOnePermissions & item.BasePermissions;
- if (item.GroupPermissions != (itemUpd.GroupPermissions & item.BasePermissions))
- item.Flags |= (uint)InventoryItemFlags.ObjectOverwriteGroup;
- item.GroupPermissions = itemUpd.GroupPermissions & item.BasePermissions;
- item.GroupID = itemUpd.GroupID;
- item.GroupOwned = itemUpd.GroupOwned;
- item.CreationDate = itemUpd.CreationDate;
- // The client sends zero if its newly created?
- if (itemUpd.CreationDate == 0)
- item.CreationDate = Util.UnixTimeSinceEpoch();
- else
- item.CreationDate = itemUpd.CreationDate;
- // TODO: Check if folder changed and move item
- //item.NextPermissions = itemUpd.Folder;
- item.InvType = itemUpd.InvType;
- if (item.SalePrice != itemUpd.SalePrice ||
- item.SaleType != itemUpd.SaleType)
- item.Flags |= (uint)InventoryItemFlags.ObjectSlamSale;
- item.SalePrice = itemUpd.SalePrice;
- item.SaleType = itemUpd.SaleType;
- if (item.InvType == (int)InventoryType.Wearable && (item.Flags & 0xf) == 0 && (itemUpd.Flags & 0xf) != 0)
- {
- item.Flags = (uint)(item.Flags & 0xfffffff0) | (itemUpd.Flags & 0xf);
- sendUpdate = true;
- }
- InventoryService.UpdateItem(item);
- }
- if (UUID.Zero != transactionID)
- {
- if (AgentTransactionsModule != null)
- {
- AgentTransactionsModule.HandleItemUpdateFromTransaction(remoteClient, transactionID, item);
- }
- }
- else
- {
- // This MAY be problematic, if it is, another solution
- // needs to be found. If inventory item flags are updated
- // the viewer's notion of the item needs to be refreshed.
- //
- // In other situations we cannot send out a bulk update here, since this will cause editing of clothing to start
- // failing frequently. Possibly this is a race with a separate transaction that uploads the asset.
- if (sendUpdate)
- remoteClient.SendBulkUpdateInventory(item);
- }
- }
- else
- {
- m_log.ErrorFormat(
- "[AGENTINVENTORY]: Item id {0} not found for an inventory item update for {1}.",
- itemID, remoteClient.Name);
- }
- }
- /// <summary>
- /// Give an inventory item from one user to another
- /// </summary>
- /// <param name="recipientClient"></param>
- /// <param name="senderId">ID of the sender of the item</param>
- /// <param name="itemId"></param>
- public virtual void GiveInventoryItem(IClientAPI recipientClient, UUID senderId, UUID itemId, out string message)
- {
- InventoryItemBase itemCopy = GiveInventoryItem(recipientClient.AgentId, senderId, itemId, out message);
- if (itemCopy != null)
- recipientClient.SendBulkUpdateInventory(itemCopy);
- }
- /// <summary>
- /// Give an inventory item from one user to another
- /// </summary>
- /// <param name="recipient"></param>
- /// <param name="senderId">ID of the sender of the item</param>
- /// <param name="itemId"></param>
- /// <returns>The inventory item copy given, null if the give was unsuccessful</returns>
- public virtual InventoryItemBase GiveInventoryItem(UUID recipient, UUID senderId, UUID itemId, out string message)
- {
- return GiveInventoryItem(recipient, senderId, itemId, UUID.Zero, out message);
- }
- /// <summary>
- /// Give an inventory item from one user to another
- /// </summary>
- /// <param name="recipient"></param>
- /// <param name="senderId">ID of the sender of the item</param>
- /// <param name="itemId"></param>
- /// <param name="recipientFolderId">
- /// The id of the folder in which the copy item should go. If UUID.Zero then the item is placed in the most
- /// appropriate default folder.
- /// </param>
- /// <returns>
- /// The inventory item copy given, null if the give was unsuccessful
- /// </returns>
- public virtual InventoryItemBase GiveInventoryItem(
- UUID recipient, UUID senderId, UUID itemId, UUID recipientFolderId, out string message)
- {
- //Console.WriteLine("Scene.Inventory.cs: GiveInventoryItem");
- if (!Permissions.CanTransferUserInventory(itemId, senderId, recipient))
- {
- message = "Not allowed to transfer this item.";
- return null;
- }
- InventoryItemBase item = new InventoryItemBase(itemId, senderId);
- item = InventoryService.GetItem(item);
- if (item == null)
- {
- m_log.WarnFormat(
- "[AGENT INVENTORY]: Failed to find item {0} sent by {1} to {2}", itemId, senderId, recipient);
- message = string.Format("Item not found: {0}.", itemId);
- return null;
- }
- if (item.Owner != senderId)
- {
- m_log.WarnFormat(
- "[AGENT INVENTORY]: Attempt to send item {0} {1} to {2} failed because sender {3} did not match item owner {4}",
- item.Name, item.ID, recipient, senderId, item.Owner);
- message = "Sender did not match item owner.";
- return null;
- }
- IUserManagement uman = RequestModuleInterface<IUserManagement>();
- if (uman != null)
- uman.AddUser(item.CreatorIdAsUuid, item.CreatorData);
- if (!Permissions.BypassPermissions())
- {
- if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
- {
- message = "Item doesn't have the Transfer permission.";
- return null;
- }
- }
- // Insert a copy of the item into the recipient
- InventoryItemBase itemCopy = new InventoryItemBase();
- itemCopy.Owner = recipient;
- itemCopy.CreatorId = item.CreatorId;
- itemCopy.CreatorData = item.CreatorData;
- itemCopy.ID = UUID.Random();
- itemCopy.AssetID = item.AssetID;
- itemCopy.Description = item.Description;
- itemCopy.Name = item.Name;
- itemCopy.AssetType = item.AssetType;
- itemCopy.InvType = item.InvType;
- itemCopy.Folder = recipientFolderId;
- if (Permissions.PropagatePermissions() && recipient != senderId)
- {
- // Trying to do this right this time. This is evil. If
- // you believe in Good, go elsewhere. Vampires and other
- // evil creatores only beyond this point. You have been
- // warned.
- // We're going to mask a lot of things by the next perms
- // Tweak the next perms to be nicer to our data
- //
- // In this mask, all the bits we do NOT want to mess
- // with are set. These are:
- //
- // Transfer
- // Copy
- // Modufy
- uint permsMask = ~ ((uint)PermissionMask.Copy |
- (uint)PermissionMask.Transfer |
- (uint)PermissionMask.Modify);
- // Now, reduce the next perms to the mask bits
- // relevant to the operation
- uint nextPerms = permsMask | (item.NextPermissions &
- ((uint)PermissionMask.Copy |
- (uint)PermissionMask.Transfer |
- (uint)PermissionMask.Modify));
- // nextPerms now has all bits set, except for the actual
- // next permission bits.
- // This checks for no mod, no copy, no trans.
- // This indicates an error or messed up item. Do it like
- // SL and assume trans
- if (nextPerms == permsMask)
- nextPerms |= (uint)PermissionMask.Transfer;
- // Inventory owner perms are the logical AND of the
- // folded perms and the root prim perms, however, if
- // the root prim is mod, the inventory perms will be
- // mod. This happens on "take" and is of little concern
- // here, save for preventing escalation
- // This hack ensures that items previously permalocked
- // get unlocked when they're passed or rezzed
- uint basePerms = item.BasePermissions |
- (uint)PermissionMask.Move;
- uint ownerPerms = item.CurrentPermissions;
- // If this is an object, root prim perms may be more
- // permissive than folded perms. Use folded perms as
- // a mask
- if (item.InvType == (int)InventoryType.Object)
- {
- bool isRootMod = (item.CurrentPermissions &
- (uint)PermissionMask.Modify) != 0 ?
- true : false;
- // Mask the owner perms to the folded perms
- PermissionsUtil.ApplyFoldedPermissions(item.CurrentPermissions, ref ownerPerms);
- PermissionsUtil.ApplyFoldedPermissions(item.CurrentPermissions, ref basePerms);
- // If the root was mod, let the mask reflect that
- // We also need to adjust the base here, because
- // we should be able to edit in-inventory perms
- // for the root prim, if it's mod.
- if (isRootMod)
- {
- ownerPerms |= (uint)PermissionMask.Modify;
- basePerms |= (uint)PermissionMask.Modify;
- }
- }
- // These will be applied to the root prim at next rez.
- // The slam bit (bit 3) and folded permission (bits 0-2)
- // are preserved due to the above mangling
- ownerPerms &= nextPerms;
- // Mask the base permissions. This is a conservative
- // approach altering only the three main perms
- basePerms &= nextPerms;
- // Assign to the actual item. Make sure the slam bit is
- // set, if it wasn't set before.
- itemCopy.BasePermissions = basePerms;
- itemCopy.CurrentPermissions = ownerPerms;
- itemCopy.Flags |= (uint)InventoryItemFlags.ObjectSlamPerm;
- itemCopy.NextPermissions = item.NextPermissions;
- // This preserves "everyone can move"
- itemCopy.EveryOnePermissions = item.EveryOnePermissions &
- nextPerms;
- // Intentionally killing "share with group" here, as
- // the recipient will not have the group this is
- // set to
- itemCopy.GroupPermissions = 0;
- }
- else
- {
- itemCopy.CurrentPermissions = item.CurrentPermissions;
- itemCopy.NextPermissions = item.NextPermissions;
- itemCopy.EveryOnePermissions = item.EveryOnePermissions & item.NextPermissions;
- itemCopy.GroupPermissions = item.GroupPermissions & item.NextPermissions;
- itemCopy.BasePermissions = item.BasePermissions;
- }
-
- if (itemCopy.Folder == UUID.Zero)
- {
- InventoryFolderBase folder = InventoryService.GetFolderForType(recipient, (AssetType)itemCopy.AssetType);
- if (folder != null)
- {
- itemCopy.Folder = folder.ID;
- }
- else
- {
- InventoryFolderBase root = InventoryService.GetRootFolder(recipient);
- if (root != null)
- {
- itemCopy.Folder = root.ID;
- }
- else
- {
- message = "Can't find a folder to add the item to.";
- return null;
- }
- }
- }
- itemCopy.GroupID = UUID.Zero;
- itemCopy.GroupOwned = false;
- itemCopy.Flags = item.Flags;
- itemCopy.SalePrice = item.SalePrice;
- itemCopy.SaleType = item.SaleType;
- IInventoryAccessModule invAccess = RequestModuleInterface<IInventoryAccessModule>();
- if (invAccess != null)
- invAccess.TransferInventoryAssets(itemCopy, senderId, recipient);
- AddInventoryItem(itemCopy, false);
- if (!Permissions.BypassPermissions())
- {
- if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
- {
- List<UUID> items = new List<UUID>();
- items.Add(itemId);
- InventoryService.DeleteItems(senderId, items);
- }
- }
- message = null;
- return itemCopy;
- }
- /// <summary>
- /// Give an entire inventory folder from one user to another. The entire contents (including all descendent
- /// folders) is given.
- /// </summary>
- /// <param name="recipientId"></param>
- /// <param name="senderId">ID of the sender of the item</param>
- /// <param name="folderId"></param>
- /// <param name="recipientParentFolderId">
- /// The id of the receipient folder in which the send folder should be placed. If UUID.Zero then the
- /// recipient folder is the root folder
- /// </param>
- /// <returns>
- /// The inventory folder copy given, null if the copy was unsuccessful
- /// </returns>
- public virtual InventoryFolderBase GiveInventoryFolder(IClientAPI client,
- UUID recipientId, UUID senderId, UUID folderId, UUID recipientParentFolderId)
- {
- //// Retrieve the folder from the sender
- InventoryFolderBase folder = InventoryService.GetFolder(new InventoryFolderBase(folderId));
- if (null == folder)
- {
- m_log.ErrorFormat(
- "[AGENT INVENTORY]: Could not find inventory folder {0} to give", folderId);
- return null;
- }
- if (recipientParentFolderId == UUID.Zero)
- {
- InventoryFolderBase recipientRootFolder = InventoryService.GetRootFolder(recipientId);
- if (recipientRootFolder != null)
- recipientParentFolderId = recipientRootFolder.ID;
- else
- {
- m_log.WarnFormat("[AGENT INVENTORY]: Unable to find root folder for receiving agent");
- return null;
- }
- }
- UUID newFolderId = UUID.Random();
- InventoryFolderBase newFolder
- = new InventoryFolderBase(
- newFolderId, folder.Name, recipientId, folder.Type, recipientParentFolderId, folder.Version);
- InventoryService.AddFolder(newFolder);
- // Give all the subfolders
- InventoryCollection contents = InventoryService.GetFolderContent(senderId, folderId);
- foreach (InventoryFolderBase childFolder in contents.Folders)
- {
- GiveInventoryFolder(client, recipientId, senderId, childFolder.ID, newFolder.ID);
- }
- // Give all the items
- foreach (InventoryItemBase item in contents.Items)
- {
- string message;
- if (GiveInventoryItem(recipientId, senderId, item.ID, newFolder.ID, out message) == null)
- {
- if (client != null)
- client.SendAgentAlertMessage(message, false);
- }
- }
- return newFolder;
- }
- public void CopyInventoryItem(IClientAPI remoteClient, uint callbackID, UUID oldAgentID, UUID oldItemID,
- UUID newFolderID, string newName)
- {
- m_log.DebugFormat(
- "[AGENT INVENTORY]: CopyInventoryItem received by {0} with oldAgentID {1}, oldItemID {2}, new FolderID {3}, newName {4}",
- remoteClient.AgentId, oldAgentID, oldItemID, newFolderID, newName);
- InventoryItemBase item = null;
- if (LibraryService != null && LibraryService.LibraryRootFolder != null)
- item = LibraryService.LibraryRootFolder.FindItem(oldItemID);
- if (item == null)
- {
- item = new InventoryItemBase(oldItemID, remoteClient.AgentId);
- item = InventoryService.GetItem(item);
- if (item == null)
- {
- m_log.Error("[AGENT INVENTORY]: Failed to find item " + oldItemID.ToString());
- return;
- }
- if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
- return;
- }
- if (newName == String.Empty)
- newName = item.Name;
- if (remoteClient.AgentId == oldAgentID
- || (LibraryService != null
- && LibraryService.LibraryRootFolder != null
- && oldAgentID == LibraryService.LibraryRootFolder.Owner))
- {
- CreateNewInventoryItem(
- remoteClient, item.CreatorId, item.CreatorData, newFolderID,
- newName, item.Description, item.Flags, callbackID, item.AssetID, (sbyte)item.AssetType, (sbyte)item.InvType,
- item.BasePermissions, item.CurrentPermissions, item.EveryOnePermissions,
- item.NextPermissions, item.GroupPermissions, Util.UnixTimeSinceEpoch(), false);
- }
- else
- {
- // If item is transfer or permissions are off or calling agent is allowed to copy item owner's inventory item.
- if (((item.CurrentPermissions & (uint)PermissionMask.Transfer) != 0)
- && (m_permissions.BypassPermissions()
- || m_permissions.CanCopyUserInventory(remoteClient.AgentId, oldItemID)))
- {
- CreateNewInventoryItem(
- remoteClient, item.CreatorId, item.CreatorData, newFolderID, newName, item.Description, item.Flags, callbackID,
- item.AssetID, (sbyte)item.AssetType, (sbyte) item.InvType,
- item.NextPermissions, item.NextPermissions, item.EveryOnePermissions & item.NextPermissions,
- item.NextPermissions, item.GroupPermissions, Util.UnixTimeSinceEpoch(), false);
- }
- }
- }
- /// <summary>
- /// Create a new asset data structure.
- /// </summary>
- public AssetBase CreateAsset(string name, string description, sbyte assetType, byte[] data, UUID creatorID)
- {
- AssetBase asset = new AssetBase(UUID.Random(), name, assetType, creatorID.ToString());
- asset.Description = description;
- asset.Data = (data == null) ? new byte[1] : data;
- return asset;
- }
- /// <summary>
- /// Move an item within the agent's inventory.
- /// </summary>
- /// <param name="remoteClient"></param>
- /// <param name="folderID"></param>
- /// <param name="itemID"></param>
- /// <param name="length"></param>
- /// <param name="newName"></param>
- public void MoveInventoryItem(IClientAPI remoteClient, List<InventoryItemBase> items)
- {
- m_log.DebugFormat(
- "[AGENT INVENTORY]: Moving {0} items for user {1}", items.Count, remoteClient.AgentId);
- if (!InventoryService.MoveItems(remoteClient.AgentId, items))
- m_log.Warn("[AGENT INVENTORY]: Failed to move items for user " + remoteClient.AgentId);
- }
- /// <summary>
- /// Create a new inventory item.
- /// </summary>
- /// <param name="remoteClient">Client creating this inventory item.</param>
- /// <param name="creatorID"></param>
- /// <param name="creatorData"></param>
- /// <param name="folderID">UUID of folder in which this item should be placed.</param>
- /// <param name="name">Item name.</para>
- /// <param name="description">Item description.</param>
- /// <param name="flags">Item flags</param>
- /// <param name="callbackID">Generated by the client.</para>
- /// <param name="asset">Asset to which this item refers.</param>
- /// <param name="invType">Type of inventory item.</param>
- /// <param name="nextOwnerMask">Next owner pemrissions mask.</param>
- /// <param name="creationDate">Unix timestamp at which this item was created.</param>
- public void CreateNewInventoryItem(
- IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID,
- string name, string description, uint flags, uint callbackID,
- UUID assetID, sbyte assetType, sbyte invType, uint nextOwnerMask, int creationDate)
- {
- CreateNewInventoryItem(
- remoteClient, creatorID, creatorData, folderID, name, description, flags, callbackID, assetID, assetType, invType,
- (uint)PermissionMask.All | (uint)PermissionMask.Export, (uint)PermissionMask.All | (uint)PermissionMask.Export, 0, nextOwnerMask, 0,
- creationDate, true);
- }
- /// <summary>
- /// Create a new Inventory Item
- /// </summary>
- /// <param name="remoteClient">Client creating this inventory item.</param>
- /// <param name="creatorID"></param>
- /// <param name="creatorData"></param>
- /// <param name="folderID">UUID of folder in which this item should be placed.</param>
- /// <param name="name">Item name.</para>
- /// <param name="description">Item description.</param>
- /// <param name="flags">Item flags</param>
- /// <param name="callbackID">Generated by the client.</para>
- /// <param name="asset">Asset to which this item refers.</param>
- /// <param name="invType">Type of inventory item.</param>
- /// <param name="baseMask">Base permissions mask.</param>
- /// <param name="currentMask">Current permissions mask.</param>
- /// <param name="everyoneMask">Everyone permissions mask.</param>
- /// <param name="nextOwnerMask">Next owner pemrissions mask.</param>
- /// <param name="groupMask">Group permissions mask.</param>
- /// <param name="creationDate">Unix timestamp at which this item was created.</param>
- private void CreateNewInventoryItem(
- IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID,
- string name, string description, uint flags, uint callbackID, UUID assetID, sbyte assetType, sbyte invType,
- uint baseMask, uint currentMask, uint everyoneMask, uint nextOwnerMask, uint groupMask, int creationDate,
- bool assetUpload)
- {
- InventoryItemBase item = new InventoryItemBase();
- item.Owner = remoteClient.AgentId;
- item.CreatorId = creatorID;
- item.CreatorData = creatorData;
- item.ID = UUID.Random();
- item.AssetID = assetID;
- item.Name = name;
- item.Description = description;
- item.Flags = flags;
- item.AssetType = assetType;
- item.InvType = invType;
- item.Folder = folderID;
- item.CurrentPermissions = currentMask;
- item.NextPermissions = nextOwnerMask;
- item.EveryOnePermissions = everyoneMask;
- item.GroupPermissions = groupMask;
- item.BasePermissions = baseMask;
- item.CreationDate = creationDate;
- if (AddInventoryItem(item, assetUpload))
- {
- remoteClient.SendInventoryItemCreateUpdate(item, callbackID);
- }
- else
- {
- m_dialogModule.SendAlertToUser(remoteClient, "Failed to create item");
- m_log.WarnFormat(
- "Failed to add item for {0} in CreateNewInventoryItem!",
- remoteClient.Name);
- }
- }
- /// <summary>
- /// Link an inventory item to an existing item.
- /// </summary>
- /// <remarks>
- /// The linkee item id is placed in the asset id slot. This appears to be what the viewer expects when
- /// it receives inventory information.
- /// </remarks>
- /// <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="olditemID"></param>
- private void HandleLinkInventoryItem(IClientAPI remoteClient, UUID transActionID, UUID folderID,
- uint callbackID, string description, string name,
- sbyte invType, sbyte type, UUID olditemID)
- {
- // m_log.DebugFormat(
- // "[AGENT INVENTORY]: Received request from {0} to create inventory item link {1} in folder {2} pointing to {3}, assetType {4}, inventoryType {5}",
- // remoteClient.Name, name, folderID, olditemID, (AssetType)type, (InventoryType)invType);
- if (!Permissions.CanCreateUserInventory(invType, remoteClient.AgentId))
- return;
- ScenePresence presence;
- if (TryGetScenePresence(remoteClient.AgentId, out presence))
- {
- // Disabled the check for duplicate links.
- //
- // When outfits are being adjusted, the viewer rapidly sends delete link messages followed by
- // create links. However, since these are handled asynchronously, the deletes do not complete before
- // the creates are handled. Therefore, we cannot enforce a duplicate link check.
- // InventoryItemBase existingLink = null;
- // List<InventoryItemBase> existingItems = InventoryService.GetFolderItems(remoteClient.AgentId, folderID);
- // foreach (InventoryItemBase item in existingItems)
- // if (item.AssetID == olditemID)
- // existingLink = item;
- //
- // if (existingLink != null)
- // {
- // m_log.WarnFormat(
- // "[AGENT INVENTORY]: Ignoring request from {0} to create item link {1} in folder {2} pointing to {3} since a link named {4} with id {5} already exists",
- // remoteClient.Name, name, folderID, olditemID, existingLink.Name, existingLink.ID);
- //
- // return;
- // }
- CreateNewInventoryItem(
- remoteClient, remoteClient.AgentId.ToString(), string.Empty, folderID,
- name, description, 0, callbackID, olditemID, type, invType,
- (uint)PermissionMask.All | (uint)PermissionMask.Export, (uint)PermissionMask.All | (uint)PermissionMask.Export, (uint)PermissionMask.All,
- (uint)PermissionMask.All | (uint)PermissionMask.Export, (uint)PermissionMask.All | (uint)PermissionMask.Export, Util.UnixTimeSinceEpoch(),
- false);
- }
- else
- {
- m_log.ErrorFormat(
- "ScenePresence for agent uuid {0} unexpectedly not found in HandleLinkInventoryItem",
- remoteClient.AgentId);
- }
- }
- /// <summary>
- /// Remove an inventory item for the client's inventory
- /// </summary>
- /// <param name="remoteClient"></param>
- /// <param name="itemID"></param>
- private void RemoveInventoryItem(IClientAPI remoteClient, List<UUID> itemIDs)
- {
- // m_log.DebugFormat(
- // "[AGENT INVENTORY]: Removing inventory items {0} for {1}",
- // string.Join(",", itemIDs.ConvertAll<string>(uuid => uuid.ToString()).ToArray()),
- // remoteClient.Name);
- InventoryService.DeleteItems(remoteClient.AgentId, itemIDs);
- }
- /// <summary>
- /// Removes an inventory folder. This packet is sent when the user
- /// right-clicks a folder that's already in trash and chooses "purge"
- /// </summary>
- /// <param name="remoteClient"></param>
- /// <param name="folderID"></param>
- private void RemoveInventoryFolder(IClientAPI remoteClient, List<UUID> folderIDs)
- {
- m_log.DebugFormat("[SCENE INVENTORY]: RemoveInventoryFolders count {0}", folderIDs.Count);
- InventoryService.DeleteFolders(remoteClient.AgentId, folderIDs);
- }
- /// <summary>
- /// Send the details of a prim's inventory to the client.
- /// </summary>
- /// <param name="remoteClient"></param>
- /// <param name="primLocalID"></param>
- public void RequestTaskInventory(IClientAPI remoteClient, uint primLocalID)
- {
- SceneObjectPart part = GetSceneObjectPart(primLocalID);
- if (part == null)
- return;
- if (XferManager != null)
- part.Inventory.RequestInventoryFile(remoteClient, XferManager);
- }
- /// <summary>
- /// Remove an item from a prim (task) inventory
- /// </summary>
- /// <param name="remoteClient">Unused at the moment but retained since the avatar ID might
- /// be necessary for a permissions check at some stage.</param>
- /// <param name="itemID"></param>
- /// <param name="localID"></param>
- public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID)
- {
- SceneObjectPart part = GetSceneObjectPart(localID);
- SceneObjectGroup group = null;
- if (part != null)
- {
- group = part.ParentGroup;
- }
- if (part != null && group != null)
- {
- if (!Permissions.CanEditObjectInventory(part.UUID, remoteClient.AgentId))
- return;
- TaskInventoryItem item = group.GetInventoryItem(localID, itemID);
- if (item == null)
- return;
- InventoryFolderBase destFolder = InventoryService.GetFolderForType(remoteClient.AgentId, AssetType.TrashFolder);
- // Move the item to trash. If this is a copyable item, only
- // a copy will be moved and we will still need to delete
- // the item from the prim. If it was no copy, it will be
- // deleted by this method.
- string message;
- InventoryItemBase item2 = MoveTaskInventoryItem(remoteClient, destFolder.ID, part, itemID, out message);
- if (item2 == null)
- {
- m_log.WarnFormat("[SCENE INVENTORY]: RemoveTaskInventory of item {0} failed: {1}", itemID, message);
- remoteClient.SendAgentAlertMessage(message, false);
- return;
- }
- if (group.GetInventoryItem(localID, itemID) != null)
- {
- if (item.Type == 10)
- {
- part.RemoveScriptEvents(itemID);
- EventManager.TriggerRemoveScript(localID, itemID);
- }
- group.RemoveInventoryItem(localID, itemID);
- }
- part.SendPropertiesToClient(remoteClient);
- }
- }
- /// <summary>
- /// Creates (in memory only) a user inventory item that will contain a copy of a task inventory item.
- /// </summary>
- private InventoryItemBase CreateAgentInventoryItemFromTask(UUID destAgent, SceneObjectPart part, UUID itemId, out string message)
- {
- TaskInventoryItem taskItem = part.Inventory.GetInventoryItem(itemId);
- if (null == taskItem)
- {
- m_log.ErrorFormat(
- "[PRIM INVENTORY]: Tried to retrieve item ID {0} from prim {1}, {2} for creating an avatar"
- + " inventory item from a prim's inventory item "
- + " but the required item does not exist in the prim's inventory",
- itemId, part.Name, part.UUID);
- message = "Item not found: " + itemId;
- return null;
- }
- if ((destAgent != taskItem.OwnerID) && ((taskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0))
- {
- message = "Item doesn't have the Transfer permission.";
- return null;
- }
- InventoryItemBase agentItem = new InventoryItemBase();
- agentItem.ID = UUID.Random();
- agentItem.CreatorId = taskItem.CreatorID.ToString();
- agentItem.CreatorData = taskItem.CreatorData;
- agentItem.Owner = destAgent;
- agentItem.AssetID = taskItem.AssetID;
- agentItem.Description = taskItem.Description;
- agentItem.Name = taskItem.Name;
- agentItem.AssetType = taskItem.Type;
- agentItem.InvType = taskItem.InvType;
- agentItem.Flags = taskItem.Flags;
- if ((part.OwnerID != destAgent) && Permissions.PropagatePermissions())
- {
- agentItem.BasePermissions = taskItem.BasePermissions & (taskItem.NextPermissions | (uint)PermissionMask.Move);
- if (taskItem.InvType == (int)InventoryType.Object)
- {
- // Bake the new base permissions from folded permissions
- // The folded perms are in the lowest 3 bits of the current perms
- // We use base permissions here to avoid baking the "Locked" status
- // into the item as it is passed.
- uint perms = taskItem.BasePermissions & taskItem.NextPermissions;
- PermissionsUtil.ApplyFoldedPermissions(taskItem.CurrentPermissions, ref perms);
- // Avoid the "lock trap" - move must always be enabled but the above may remove it
- // Add it back here.
- agentItem.BasePermissions = perms | (uint)PermissionMask.Move;
- // Newly given items cannot be "locked" on rez. Make sure by
- // setting current equal to base.
- }
- agentItem.CurrentPermissions = agentItem.BasePermissions;
- agentItem.Flags |= (uint)InventoryItemFlags.ObjectSlamPerm;
- agentItem.NextPermissions = taskItem.NextPermissions;
- agentItem.EveryOnePermissions = taskItem.EveryonePermissions & (taskItem.NextPermissions | (uint)PermissionMask.Move);
- agentItem.GroupPermissions = taskItem.GroupPermissions & taskItem.NextPermissions;
- }
- else
- {
- agentItem.BasePermissions = taskItem.BasePermissions;
- agentItem.CurrentPermissions = taskItem.CurrentPermissions;
- agentItem.NextPermissions = taskItem.NextPermissions;
- agentItem.EveryOnePermissions = taskItem.EveryonePermissions;
- agentItem.GroupPermissions = taskItem.GroupPermissions;
- }
- message = null;
- return agentItem;
- }
- /// <summary>
- /// If the task item is not-copyable then remove it from the prim.
- /// </summary>
- private void RemoveNonCopyTaskItemFromPrim(SceneObjectPart part, UUID itemId)
- {
- TaskInventoryItem taskItem = part.Inventory.GetInventoryItem(itemId);
- if (taskItem == null)
- return;
- if (!Permissions.BypassPermissions())
- {
- if ((taskItem.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
- {
- if (taskItem.Type == (int)AssetType.LSLText)
- {
- part.RemoveScriptEvents(itemId);
- EventManager.TriggerRemoveScript(part.LocalId, itemId);
- }
- part.Inventory.RemoveInventoryItem(itemId);
- }
- }
- }
- /// <summary>
- /// Move the given item in the given prim to a folder in the client's inventory
- /// </summary>
- /// <param name="remoteClient"></param>
- /// <param name="folderID"></param>
- /// <param name="part"></param>
- /// <param name="itemID"></param>
- public InventoryItemBase MoveTaskInventoryItem(IClientAPI remoteClient, UUID folderId, SceneObjectPart part, UUID itemId, out string message)
- {
- m_log.DebugFormat(
- "[PRIM INVENTORY]: Adding item {0} from {1} to folder {2} for {3}",
- itemId, part.Name, folderId, remoteClient.Name);
-
- InventoryItemBase agentItem = CreateAgentInventoryItemFromTask(remoteClient.AgentId, part, itemId, out message);
- if (agentItem == null)
- return null;
- agentItem.Folder = folderId;
- AddInventoryItem(remoteClient, agentItem);
- RemoveNonCopyTaskItemFromPrim(part, itemId);
- message = null;
- return agentItem;
- }
- /// <summary>
- /// <see>ClientMoveTaskInventoryItem</see>
- /// </summary>
- /// <param name="remoteClient"></param>
- /// <param name="folderID"></param>
- /// <param name="primLocalID"></param>
- /// <param name="itemID"></param>
- public void ClientMoveTaskInventoryItem(IClientAPI remoteClient, UUID folderId, uint primLocalId, UUID itemId)
- {
- SceneObjectPart part = GetSceneObjectPart(primLocalId);
- if (null == part)
- {
- m_log.WarnFormat(
- "[PRIM INVENTORY]: " +
- "Move of inventory item {0} from prim with local id {1} failed because the prim could not be found",
- itemId, primLocalId);
- return;
- }
- TaskInventoryItem taskItem = part.Inventory.GetInventoryItem(itemId);
- if (null == taskItem)
- {
- m_log.WarnFormat("[PRIM INVENTORY]: Move of inventory item {0} from prim with local id {1} failed"
- + " because the inventory item could not be found",
- itemId, primLocalId);
- return;
- }
- if ((taskItem.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
- {
- // If the item to be moved is no copy, we need to be able to
- // edit the prim.
- if (!Permissions.CanEditObjectInventory(part.UUID, remoteClient.AgentId))
- return;
- }
- else
- {
- // If the item is copiable, then we just need to have perms
- // on it. The delete check is a pure rights check
- if (!Permissions.CanDeleteObject(part.UUID, remoteClient.AgentId))
- return;
- }
- string message;
- InventoryItemBase item = MoveTaskInventoryItem(remoteClient, folderId, part, itemId, out message);
-
- if (item == null)
- remoteClient.SendAgentAlertMessage(message, false);
- }
- /// <summary>
- /// <see>MoveTaskInventoryItem</see>
- /// </summary>
- /// <param name="remoteClient"></param>
- /// <param name="folderID">
- /// The user inventory folder to move (or copy) the item to. If null, then the most
- /// suitable system folder is used (e.g. the Objects folder for objects). If there is no suitable folder, then
- /// the item is placed in the user's root inventory folder
- /// </param>
- /// <param name="part"></param>
- /// <param name="itemID"></param>
- public InventoryItemBase MoveTaskInventoryItem(UUID avatarId, UUID folderId, SceneObjectPart part, UUID itemId, out string message)
- {
- ScenePresence avatar;
- if (TryGetScenePresence(avatarId, out avatar))
- {
- return MoveTaskInventoryItem(avatar.ControllingClient, folderId, part, itemId, out message);
- }
- else
- {
- InventoryItemBase agentItem = CreateAgentInventoryItemFromTask(avatarId, part, itemId, out message);
- if (agentItem == null)
- return null;
- agentItem.Folder = folderId;
- AddInventoryItem(agentItem);
- RemoveNonCopyTaskItemFromPrim(part, itemId);
- return agentItem;
- }
- }
- /// <summary>
- /// Copy a task (prim) inventory item to another task (prim)
- /// </summary>
- /// <param name="destId">ID of destination part</param>
- /// <param name="part">Source part</param>
- /// <param name="itemId">Source item id to transfer</param>
- public void MoveTaskInventoryItem(UUID destId, SceneObjectPart part, UUID itemId)
- {
- TaskInventoryItem srcTaskItem = part.Inventory.GetInventoryItem(itemId);
- if (srcTaskItem == null)
- {
- m_log.ErrorFormat(
- "[PRIM INVENTORY]: Tried to retrieve item ID {0} from prim {1}, {2} for moving"
- + " but the item does not exist in this inventory",
- itemId, part.Name, part.UUID);
- return;
- }
- SceneObjectPart destPart = GetSceneObjectPart(destId);
- if (destPart == null)
- {
- m_log.ErrorFormat(
- "[PRIM INVENTORY]: " +
- "Could not find prim for ID {0}",
- destId);
- return;
- }
- if (part.OwnerID != destPart.OwnerID)
- {
- // Source must have transfer permissions
- if ((srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
- return;
- // Object cannot copy items to an object owned by a different owner
- // unless llAllowInventoryDrop has been called on the destination
- if ((destPart.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0)
- return;
- }
- // must have both move and modify permission to put an item in an object
- if ((part.OwnerMask & ((uint)PermissionMask.Move | (uint)PermissionMask.Modify)) == 0)
- return;
- TaskInventoryItem destTaskItem = new TaskInventoryItem();
- destTaskItem.ItemID = UUID.Random();
- destTaskItem.CreatorID = srcTaskItem.CreatorID;
- destTaskItem.CreatorData = srcTaskItem.CreatorData;
- destTaskItem.AssetID = srcTaskItem.AssetID;
- destTaskItem.GroupID = destPart.GroupID;
- destTaskItem.OwnerID = destPart.OwnerID;
- destTaskItem.ParentID = destPart.UUID;
- destTaskItem.ParentPartID = destPart.UUID;
- destTaskItem.BasePermissions = srcTaskItem.BasePermissions;
- destTaskItem.EveryonePermissions = srcTaskItem.EveryonePermissions;
- destTaskItem.GroupPermissions = srcTaskItem.GroupPermissions;
- destTaskItem.CurrentPermissions = srcTaskItem.CurrentPermissions;
- destTaskItem.NextPermissions = srcTaskItem.NextPermissions;
- destTaskItem.Flags = srcTaskItem.Flags;
- if (destPart.OwnerID != part.OwnerID)
- {
- if (Permissions.PropagatePermissions())
- {
- destTaskItem.CurrentPermissions = srcTaskItem.CurrentPermissions &
- (srcTaskItem.NextPermissions | (uint)PermissionMask.Move);
- destTaskItem.GroupPermissions = srcTaskItem.GroupPermissions &
- (srcTaskItem.NextPermissions | (uint)PermissionMask.Move);
- destTaskItem.EveryonePermissions = srcTaskItem.EveryonePermissions &
- (srcTaskItem.NextPermissions | (uint)PermissionMask.Move);
- destTaskItem.BasePermissions = srcTaskItem.BasePermissions &
- (srcTaskItem.NextPermissions | (uint)PermissionMask.Move);
- destTaskItem.Flags |= (uint)InventoryItemFlags.ObjectSlamPerm;
- }
- }
- destTaskItem.Description = srcTaskItem.Description;
- destTaskItem.Name = srcTaskItem.Name;
- destTaskItem.InvType = srcTaskItem.InvType;
- destTaskItem.Type = srcTaskItem.Type;
- destPart.Inventory.AddInventoryItem(destTaskItem, part.OwnerID != destPart.OwnerID);
- if ((srcTaskItem.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
- part.Inventory.RemoveInventoryItem(itemId);
- ScenePresence avatar;
- if (TryGetScenePresence(srcTaskItem.OwnerID, out avatar))
- {
- destPart.SendPropertiesToClient(avatar.ControllingClient);
- }
- }
- public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items)
- {
- ScenePresence avatar;
- IClientAPI remoteClient = null;
- if (TryGetScenePresence(destID, out avatar))
- remoteClient = avatar.ControllingClient;
- InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID);
- UUID newFolderID = UUID.Random();
- InventoryFolderBase newFolder = new InventoryFolderBase(newFolderID, category, destID, -1, rootFolder.ID, rootFolder.Version);
- InventoryService.AddFolder(newFolder);
- foreach (UUID itemID in items)
- {
- string message;
- InventoryItemBase agentItem = CreateAgentInventoryItemFromTask(destID, host, itemID, out message);
- if (agentItem != null)
- {
- agentItem.Folder = newFolderID;
- AddInventoryItem(agentItem);
- RemoveNonCopyTaskItemFromPrim(host, itemID);
- }
- else
- {
- if (remoteClient != null)
- remoteClient.SendAgentAlertMessage(message, false);
- }
- }
- if (remoteClient != null)
- {
- SendInventoryUpdate(remoteClient, rootFolder, true, false);
- SendInventoryUpdate(remoteClient, newFolder, false, true);
- }
- return newFolderID;
- }
- public void SendInventoryUpdate(IClientAPI client, InventoryFolderBase folder, bool fetchFolders, bool fetchItems)
- {
- if (folder == null)
- return;
- // TODO: This code for looking in the folder for the library should be folded somewhere else
- // so that this class doesn't have to know the details (and so that multiple libraries, etc.
- // can be handled transparently).
- InventoryFolderImpl fold = null;
- if (LibraryService != null && LibraryService.LibraryRootFolder != null)
- {
- if ((fold = LibraryService.LibraryRootFolder.FindFolder(folder.ID)) != null)
- {
- client.SendInventoryFolderDetails(
- fold.Owner, folder.ID, fold.RequestListOfItems(),
- fold.RequestListOfFolders(), fold.Version, fetchFolders, fetchItems);
- return;
- }
- }
- // Fetch the folder contents
- InventoryCollection contents = InventoryService.GetFolderContent(client.AgentId, folder.ID);
- // Fetch the folder itself to get its current version
- InventoryFolderBase containingFolder = new InventoryFolderBase(folder.ID, client.AgentId);
- containingFolder = InventoryService.GetFolder(containingFolder);
- // m_log.DebugFormat("[AGENT INVENTORY]: Sending inventory folder contents ({0} nodes) for \"{1}\" to {2} {3}",
- // contents.Folders.Count + contents.Items.Count, containingFolder.Name, client.FirstName, client.LastName);
- if (containingFolder != null)
- {
- // If the folder requested contains links, then we need to send those folders first, otherwise the links
- // will be broken in the viewer.
- HashSet<UUID> linkedItemFolderIdsToSend = new HashSet<UUID>();
- foreach (InventoryItemBase item in contents.Items)
- {
- if (item.AssetType == (int)AssetType.Link)
- {
- InventoryItemBase linkedItem = InventoryService.GetItem(new InventoryItemBase(item.AssetID));
- // Take care of genuinely broken links where the target doesn't exist
- // HACK: Also, don't follow up links that just point to other links. In theory this is legitimate,
- // but no viewer has been observed to set these up and this is the lazy way of avoiding cycles
- // rather than having to keep track of every folder requested in the recursion.
- if (linkedItem != null && linkedItem.AssetType != (int)AssetType.Link)
- {
- // We don't need to send the folder if source and destination of the link are in the same
- // folder.
- if (linkedItem.Folder != containingFolder.ID)
- linkedItemFolderIdsToSend.Add(linkedItem.Folder);
- }
- }
- }
- foreach (UUID linkedItemFolderId in linkedItemFolderIdsToSend)
- SendInventoryUpdate(client, new InventoryFolderBase(linkedItemFolderId), false, true);
- client.SendInventoryFolderDetails(
- client.AgentId, folder.ID, contents.Items, contents.Folders,
- containingFolder.Version, fetchFolders, fetchItems);
- }
- }
- /// <summary>
- /// Update an item in a prim (task) inventory.
- /// This method does not handle scripts, <see>RezScript(IClientAPI, UUID, unit)</see>
- /// </summary>
- /// <param name="remoteClient"></param>
- /// <param name="transactionID"></param>
- /// <param name="itemInfo"></param>
- /// <param name="primLocalID"></param>
- public void UpdateTaskInventory(IClientAPI remoteClient, UUID transactionID, TaskInventoryItem itemInfo,
- uint primLocalID)
- {
- UUID itemID = itemInfo.ItemID;
- // Find the prim we're dealing with
- SceneObjectPart part = GetSceneObjectPart(primLocalID);
- if (part != null)
- {
- TaskInventoryItem currentItem = part.Inventory.GetInventoryItem(itemID);
- bool allowInventoryDrop = (part.GetEffectiveObjectFlags()
- & (uint)PrimFlags.AllowInventoryDrop) != 0;
- // Explicity allow anyone to add to the inventory if the
- // AllowInventoryDrop flag has been set. Don't however let
- // them update an item unless they pass the external checks
- //
- if (!Permissions.CanEditObjectInventory(part.UUID, remoteClient.AgentId)
- && (currentItem != null || !allowInventoryDrop))
- return;
- if (currentItem == null)
- {
- UUID copyID = UUID.Random();
- if (itemID != UUID.Zero)
- {
- InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
- item = InventoryService.GetItem(item);
- // Try library
- if (null == item && LibraryService != null && LibraryService.LibraryRootFolder != null)
- {
- item = LibraryService.LibraryRootFolder.FindItem(itemID);
- }
- // If we've found the item in the user's inventory or in the library
- if (item != null)
- {
- part.ParentGroup.AddInventoryItem(remoteClient.AgentId, primLocalID, item, copyID);
- m_log.InfoFormat(
- "[PRIM INVENTORY]: Update with item {0} requested of prim {1} for {2}",
- item.Name, primLocalID, remoteClient.Name);
- part.SendPropertiesToClient(remoteClient);
- if (!Permissions.BypassPermissions())
- {
- if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
- {
- List<UUID> uuids = new List<UUID>();
- uuids.Add(itemID);
- RemoveInventoryItem(remoteClient, uuids);
- }
- }
- }
- else
- {
- m_log.ErrorFormat(
- "[PRIM INVENTORY]: Could not find inventory item {0} to update for {1}!",
- itemID, remoteClient.Name);
- }
- }
- }
- else // Updating existing item with new perms etc
- {
- // m_log.DebugFormat(
- // "[PRIM INVENTORY]: Updating item {0} in {1} for UpdateTaskInventory()",
- // currentItem.Name, part.Name);
- // Only look for an uploaded updated asset if we are passed a transaction ID. This is only the
- // case for updates uploded through UDP. Updates uploaded via a capability (e.g. a script update)
- // will not pass in a transaction ID in the update message.
- if (transactionID != UUID.Zero && AgentTransactionsModule != null)
- {
- AgentTransactionsModule.HandleTaskItemUpdateFromTransaction(
- remoteClient, part, transactionID, currentItem);
- if ((InventoryType)itemInfo.InvType == InventoryType.Notecard)
- remoteClient.SendAlertMessage("Notecard saved");
- else if ((InventoryType)itemInfo.InvType == InventoryType.LSL)
- remoteClient.SendAlertMessage("Script saved");
- else
- remoteClient.SendAlertMessage("Item saved");
- }
- // Base ALWAYS has move
- currentItem.BasePermissions |= (uint)PermissionMask.Move;
- itemInfo.Flags = currentItem.Flags;
- // Check if we're allowed to mess with permissions
- if (!Permissions.IsGod(remoteClient.AgentId)) // Not a god
- {
- if (remoteClient.AgentId != part.OwnerID) // Not owner
- {
- // Friends and group members can't change any perms
- itemInfo.BasePermissions = currentItem.BasePermissions;
- itemInfo.EveryonePermissions = currentItem.EveryonePermissions;
- itemInfo.GroupPermissions = currentItem.GroupPermissions;
- itemInfo.NextPermissions = currentItem.NextPermissions;
- itemInfo.CurrentPermissions = currentItem.CurrentPermissions;
- }
- else
- {
- // Owner can't change base, and can change other
- // only up to base
- itemInfo.BasePermissions = currentItem.BasePermissions;
- if (itemInfo.EveryonePermissions != currentItem.EveryonePermissions)
- itemInfo.Flags |= (uint)InventoryItemFlags.ObjectOverwriteEveryone;
- if (itemInfo.GroupPermissions != currentItem.GroupPermissions)
- itemInfo.Flags |= (uint)InventoryItemFlags.ObjectOverwriteGroup;
- if (itemInfo.CurrentPermissions != currentItem.CurrentPermissions)
- itemInfo.Flags |= (uint)InventoryItemFlags.ObjectOverwriteOwner;
- if (itemInfo.NextPermissions != currentItem.NextPermissions)
- itemInfo.Flags |= (uint)InventoryItemFlags.ObjectOverwriteNextOwner;
- itemInfo.EveryonePermissions &= currentItem.BasePermissions;
- itemInfo.GroupPermissions &= currentItem.BasePermissions;
- itemInfo.CurrentPermissions &= currentItem.BasePermissions;
- itemInfo.NextPermissions &= currentItem.BasePermissions;
- }
- }
- else
- {
- if (itemInfo.BasePermissions != currentItem.BasePermissions)
- itemInfo.Flags |= (uint)InventoryItemFlags.ObjectOverwriteBase;
- if (itemInfo.EveryonePermissions != currentItem.EveryonePermissions)
- itemInfo.Flags |= (uint)InventoryItemFlags.ObjectOverwriteEveryone;
- if (itemInfo.GroupPermissions != currentItem.GroupPermissions)
- itemInfo.Flags |= (uint)InventoryItemFlags.ObjectOverwriteGroup;
- if (itemInfo.CurrentPermissions != currentItem.CurrentPermissions)
- itemInfo.Flags |= (uint)InventoryItemFlags.ObjectOverwriteOwner;
- if (itemInfo.NextPermissions != currentItem.NextPermissions)
- itemInfo.Flags |= (uint)InventoryItemFlags.ObjectOverwriteNextOwner;
- }
- // Next ALWAYS has move
- itemInfo.NextPermissions |= (uint)PermissionMask.Move;
- if (part.Inventory.UpdateInventoryItem(itemInfo))
- {
- part.SendPropertiesToClient(remoteClient);
- }
- }
- }
- else
- {
- m_log.WarnFormat(
- "[PRIM INVENTORY]: " +
- "Update with item {0} requested of prim {1} for {2} but this prim does not exist",
- itemID, primLocalID, remoteClient.Name);
- }
- }
- /// <summary>
- /// Rez a script into a prim's inventory, either ex nihilo or from an existing avatar inventory
- /// </summary>
- /// <param name="remoteClient"></param>
- /// <param name="itemBase"> </param>
- /// <param name="transactionID"></param>
- /// <param name="localID"></param>
- public void RezScript(IClientAPI remoteClient, InventoryItemBase itemBase, UUID transactionID, uint localID)
- {
- SceneObjectPart partWhereRezzed;
- if (itemBase.ID != UUID.Zero)
- partWhereRezzed = RezScriptFromAgentInventory(remoteClient.AgentId, itemBase.ID, localID);
- else
- partWhereRezzed = RezNewScript(remoteClient.AgentId, itemBase);
- if (partWhereRezzed != null)
- partWhereRezzed.SendPropertiesToClient(remoteClient);
- }
- /// <summary>
- /// Rez a script into a prim from an agent inventory.
- /// </summary>
- /// <param name="agentID"></param>
- /// <param name="fromItemID"></param>
- /// <param name="localID"></param>
- /// <returns>The part where the script was rezzed if successful. False otherwise.</returns>
- public SceneObjectPart RezScriptFromAgentInventory(UUID agentID, UUID fromItemID, uint localID)
- {
- UUID copyID = UUID.Random();
- InventoryItemBase item = new InventoryItemBase(fromItemID, agentID);
- item = InventoryService.GetItem(item);
- // Try library
- // XXX clumsy, possibly should be one call
- if (null == item && LibraryService != null && LibraryService.LibraryRootFolder != null)
- {
- item = LibraryService.LibraryRootFolder.FindItem(fromItemID);
- }
- if (item != null)
- {
- SceneObjectPart part = GetSceneObjectPart(localID);
- if (part != null)
- {
- if (!Permissions.CanEditObjectInventory(part.UUID, agentID))
- return null;
- part.ParentGroup.AddInventoryItem(agentID, localID, item, copyID);
- // TODO: switch to posting on_rez here when scripts
- // have state in inventory
- part.Inventory.CreateScriptInstance(copyID, 0, false, DefaultScriptEngine, 0);
- // tell anyone watching that there is a new script in town
- EventManager.TriggerNewScript(agentID, part, copyID);
- // m_log.InfoFormat("[PRIMINVENTORY]: " +
- // "Rezzed script {0} into prim local ID {1} for user {2}",
- // item.inventoryName, localID, remoteClient.Name);
- part.ParentGroup.ResumeScripts();
- return part;
- }
- else
- {
- m_log.ErrorFormat(
- "[PRIM INVENTORY]: " +
- "Could not rez script {0} into prim local ID {1} for user {2}"
- + " because the prim could not be found in the region!",
- item.Name, localID, agentID);
- }
- }
- else
- {
- m_log.ErrorFormat(
- "[PRIM INVENTORY]: Could not find script inventory item {0} to rez for {1}!",
- fromItemID, agentID);
- }
- return null;
- }
- /// <summary>
- /// Rez a new script from nothing.
- /// </summary>
- /// <param name="remoteClient"></param>
- /// <param name="itemBase"></param>
- /// <returns>The part where the script was rezzed if successful. False otherwise.</returns>
- public SceneObjectPart RezNewScript(UUID agentID, InventoryItemBase itemBase)
- {
- return RezNewScript(
- agentID,
- itemBase,
- "default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n}");
- }
- /// <summary>
- /// Rez a new script from nothing with given script text.
- /// </summary>
- /// <param name="remoteClient"></param>
- /// <param name="itemBase">Template item.</param>
- /// <param name="scriptText"></param>
- /// <returns>The part where the script was rezzed if successful. False otherwise.</returns>
- public SceneObjectPart RezNewScript(UUID agentID, InventoryItemBase itemBase, string scriptText)
- {
- // The part ID is the folder ID!
- SceneObjectPart part = GetSceneObjectPart(itemBase.Folder);
- if (part == null)
- {
- // m_log.DebugFormat(
- // "[SCENE INVENTORY]: Could not find part with id {0} for {1} to rez new script",
- // itemBase.Folder, agentID);
- return null;
- }
- if (!Permissions.CanCreateObjectInventory(itemBase.InvType, part.UUID, agentID))
- {
- // m_log.DebugFormat(
- // "[SCENE INVENTORY]: No permission to create new script in {0} for {1}", part.Name, agentID);
- return null;
- }
- AssetBase asset
- = CreateAsset(
- itemBase.Name,
- itemBase.Description,
- (sbyte)itemBase.AssetType,
- Encoding.ASCII.GetBytes(scriptText),
- agentID);
- AssetService.Store(asset);
- TaskInventoryItem taskItem = new TaskInventoryItem();
- taskItem.ResetIDs(itemBase.Folder);
- taskItem.ParentID = itemBase.Folder;
- taskItem.CreationDate = (uint)itemBase.CreationDate;
- taskItem.Name = itemBase.Name;
- taskItem.Description = itemBase.Description;
- taskItem.Type = itemBase.AssetType;
- taskItem.InvType = itemBase.InvType;
- taskItem.OwnerID = itemBase.Owner;
- taskItem.CreatorID = itemBase.CreatorIdAsUuid;
- taskItem.BasePermissions = itemBase.BasePermissions;
- taskItem.CurrentPermissions = itemBase.CurrentPermissions;
- taskItem.EveryonePermissions = itemBase.EveryOnePermissions;
- taskItem.GroupPermissions = itemBase.GroupPermissions;
- taskItem.NextPermissions = itemBase.NextPermissions;
- taskItem.GroupID = itemBase.GroupID;
- taskItem.GroupPermissions = 0;
- taskItem.Flags = itemBase.Flags;
- taskItem.PermsGranter = UUID.Zero;
- taskItem.PermsMask = 0;
- taskItem.AssetID = asset.FullID;
- part.Inventory.AddInventoryItem(taskItem, false);
- part.Inventory.CreateScriptInstance(taskItem, 0, false, DefaultScriptEngine, 0);
- // tell anyone managing scripts that a new script exists
- EventManager.TriggerNewScript(agentID, part, taskItem.ItemID);
- part.ParentGroup.ResumeScripts();
- return part;
- }
- /// <summary>
- /// Rez a script into a prim's inventory from another prim
- /// </summary>
- /// <param name="remoteClient"></param>
- /// <param name="srcPart"> </param>
- /// <param name="destId"> </param>
- /// <param name="pin"></param>
- /// <param name="running"></param>
- /// <param name="start_param"></param>
- public void RezScriptFromPrim(UUID srcId, SceneObjectPart srcPart, UUID destId, int pin, int running, int start_param)
- {
- TaskInventoryItem srcTaskItem = srcPart.Inventory.GetInventoryItem(srcId);
- if (srcTaskItem == null)
- {
- m_log.ErrorFormat(
- "[PRIM INVENTORY]: Tried to retrieve item ID {0} from prim {1}, {2} for rezzing a script but the "
- + " item does not exist in this inventory",
- srcId, srcPart.Name, srcPart.UUID);
- return;
- }
- SceneObjectPart destPart = GetSceneObjectPart(destId);
- if (destPart == null)
- {
- m_log.ErrorFormat(
- "[PRIM INVENTORY]: Could not find part {0} to insert script item {1} from {2} {3} in {4}",
- destId, srcId, srcPart.Name, srcPart.UUID, Name);
- return;
- }
- // Must own the object, and have modify rights
- if (srcPart.OwnerID != destPart.OwnerID)
- {
- // Group permissions
- if ((destPart.GroupID == UUID.Zero) || (destPart.GroupID != srcPart.GroupID) ||
- ((destPart.GroupMask & (uint)PermissionMask.Modify) == 0))
- return;
- }
- else
- {
- if ((destPart.OwnerMask & (uint)PermissionMask.Modify) == 0)
- return;
- }
- if (destPart.ScriptAccessPin == 0 || destPart.ScriptAccessPin != pin)
- {
- m_log.WarnFormat(
- "[PRIM INVENTORY]: " +
- "Script in object {0} : {1}, attempted to load script {2} : {3} into object {4} : {5} with invalid pin {6}",
- srcPart.Name, srcId, srcTaskItem.Name, srcTaskItem.ItemID, destPart.Name, destId, pin);
- // the LSL Wiki says we are supposed to shout on the DEBUG_CHANNEL -
- // "Object: Task Object trying to illegally load script onto task Other_Object!"
- // How do we shout from in here?
- return;
- }
- TaskInventoryItem destTaskItem = new TaskInventoryItem();
- destTaskItem.ItemID = UUID.Random();
- destTaskItem.CreatorID = srcTaskItem.CreatorID;
- destTaskItem.CreatorData = srcTaskItem.CreatorData;
- destTaskItem.AssetID = srcTaskItem.AssetID;
- destTaskItem.GroupID = destPart.GroupID;
- destTaskItem.OwnerID = destPart.OwnerID;
- destTaskItem.ParentID = destPart.UUID;
- destTaskItem.ParentPartID = destPart.UUID;
- destTaskItem.BasePermissions = srcTaskItem.BasePermissions;
- destTaskItem.EveryonePermissions = srcTaskItem.EveryonePermissions;
- destTaskItem.GroupPermissions = srcTaskItem.GroupPermissions;
- destTaskItem.CurrentPermissions = srcTaskItem.CurrentPermissions;
- destTaskItem.NextPermissions = srcTaskItem.NextPermissions;
- destTaskItem.Flags = srcTaskItem.Flags;
- if (destPart.OwnerID != srcPart.OwnerID)
- {
- if (Permissions.PropagatePermissions())
- {
- destTaskItem.CurrentPermissions = srcTaskItem.CurrentPermissions &
- srcTaskItem.NextPermissions;
- destTaskItem.GroupPermissions = srcTaskItem.GroupPermissions &
- srcTaskItem.NextPermissions;
- destTaskItem.EveryonePermissions = srcTaskItem.EveryonePermissions &
- srcTaskItem.NextPermissions;
- destTaskItem.BasePermissions = srcTaskItem.BasePermissions &
- srcTaskItem.NextPermissions;
- destTaskItem.Flags |= (uint)InventoryItemFlags.ObjectSlamPerm;
- }
- }
- destTaskItem.Description = srcTaskItem.Description;
- destTaskItem.Name = srcTaskItem.Name;
- destTaskItem.InvType = srcTaskItem.InvType;
- destTaskItem.Type = srcTaskItem.Type;
- destPart.Inventory.AddInventoryItemExclusive(destTaskItem, false);
- if (running > 0)
- {
- destPart.Inventory.CreateScriptInstance(destTaskItem, start_param, false, DefaultScriptEngine, 0);
- }
- destPart.ParentGroup.ResumeScripts();
- ScenePresence avatar;
- if (TryGetScenePresence(srcTaskItem.OwnerID, out avatar))
- {
- destPart.SendPropertiesToClient(avatar.ControllingClient);
- }
- }
- /// <summary>
- /// Derez one or more objects from the scene.
- /// </summary>
- /// <remarks>
- /// Won't actually remove the scene object in the case where the object is being copied to a user inventory.
- /// </remarks>
- /// <param name='remoteClient'>Client requesting derez</param>
- /// <param name='localIDs'>Local ids of root parts of objects to delete.</param>
- /// <param name='groupID'>Not currently used. Here because the client passes this to us.</param>
- /// <param name='action'>DeRezAction</param>
- /// <param name='destinationID'>User folder ID to place derezzed object</param>
- public virtual void DeRezObjects(
- IClientAPI remoteClient, List<uint> localIDs, UUID groupID, DeRezAction action, UUID destinationID)
- {
- // First, see of we can perform the requested action and
- // build a list of eligible objects
- List<uint> deleteIDs = new List<uint>();
- List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>();
- // Start with true for both, then remove the flags if objects
- // that we can't derez are part of the selection
- bool permissionToTake = true;
- bool permissionToTakeCopy = true;
- bool permissionToDelete = true;
- foreach (uint localID in localIDs)
- {
- // Invalid id
- SceneObjectPart part = GetSceneObjectPart(localID);
- if (part == null)
- continue;
- // Already deleted by someone else
- if (part.ParentGroup.IsDeleted)
- continue;
- // Can't delete child prims
- if (part != part.ParentGroup.RootPart)
- continue;
- SceneObjectGroup grp = part.ParentGroup;
- deleteIDs.Add(localID);
- deleteGroups.Add(grp);
- // If child prims have invalid perms, fix them
- grp.AdjustChildPrimPermissions(false);
- if (remoteClient == null)
- {
- // Autoreturn has a null client. Nothing else does. So
- // allow only returns
- if (action != DeRezAction.Return)
- {
- m_log.WarnFormat(
- "[AGENT INVENTORY]: Ignoring attempt to {0} {1} {2} without a client",
- action, grp.Name, grp.UUID);
- return;
- }
- permissionToTakeCopy = false;
- }
- else
- {
- if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId))
- permissionToTakeCopy = false;
-
- if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId))
- permissionToTake = false;
-
- if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId))
- permissionToDelete = false;
- }
- }
- // Handle god perms
- if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId))
- {
- permissionToTake = true;
- permissionToTakeCopy = true;
- permissionToDelete = true;
- }
- // If we're re-saving, we don't even want to delete
- if (action == DeRezAction.SaveToExistingUserInventoryItem)
- permissionToDelete = false;
- // if we want to take a copy, we also don't want to delete
- // Note: after this point, the permissionToTakeCopy flag
- // becomes irrelevant. It already includes the permissionToTake
- // permission and after excluding no copy items here, we can
- // just use that.
- if (action == DeRezAction.TakeCopy)
- {
- // If we don't have permission, stop right here
- if (!permissionToTakeCopy)
- {
- remoteClient.SendAlertMessage("You don't have permission to take the object");
- return;
- }
- permissionToTake = true;
- // Don't delete
- permissionToDelete = false;
- }
- if (action == DeRezAction.Return)
- {
- if (remoteClient != null)
- {
- if (Permissions.CanReturnObjects(
- null,
- remoteClient.AgentId,
- deleteGroups))
- {
- permissionToTake = true;
- permissionToDelete = true;
- foreach (SceneObjectGroup g in deleteGroups)
- {
- AddReturn(g.OwnerID == g.GroupID ? g.LastOwnerID : g.OwnerID, g.Name, g.AbsolutePosition, "parcel owner return");
- }
- }
- }
- else // Auto return passes through here with null agent
- {
- permissionToTake = true;
- permissionToDelete = true;
- }
- }
- // OK, we're done with permissions. Let's check if any part of the code prevents the objects from being deleted
- bool canDelete = EventManager.TriggerDeRezRequested(remoteClient, deleteGroups, action);
- if (permissionToTake && (action != DeRezAction.Delete || this.m_useTrashOnDelete))
- {
- m_asyncSceneObjectDeleter.DeleteToInventory(
- action, destinationID, deleteGroups, remoteClient,
- permissionToDelete && canDelete);
- }
- else if (permissionToDelete && canDelete)
- {
- foreach (SceneObjectGroup g in deleteGroups)
- DeleteSceneObject(g, false);
- }
- }
- /// <summary>
- /// Returns the list of Scene Objects in an asset.
- /// </summary>
- /// <remarks>
- /// Returns one object if the asset is a regular object, and multiple objects for a coalesced object.
- /// </remarks>
- /// <param name="assetData">Asset data</param>
- /// <param name="isAttachment">True if the object is an attachment.</param>
- /// <param name="objlist">The objects included in the asset</param>
- /// <param name="veclist">Relative positions of the objects</param>
- /// <param name="bbox">Bounding box of all the objects</param>
- /// <param name="offsetHeight">Offset in the Z axis from the centre of the bounding box
- /// to the centre of the root prim (relevant only when returning a single object)</param>
- /// <returns>
- /// true if returning a single object or deserialization fails, false if returning the coalesced
- /// list of objects
- /// </returns>
- public bool GetObjectsToRez(
- byte[] assetData, bool isAttachment, out List<SceneObjectGroup> objlist, out List<Vector3> veclist,
- out Vector3 bbox, out float offsetHeight)
- {
- objlist = new List<SceneObjectGroup>();
- veclist = new List<Vector3>();
- string xmlData = Utils.BytesToString(assetData);
- try
- {
- using (XmlTextReader wrappedReader = new XmlTextReader(xmlData, XmlNodeType.Element, null))
- {
- using (XmlReader reader = XmlReader.Create(wrappedReader, new XmlReaderSettings() { IgnoreWhitespace = true, ConformanceLevel = ConformanceLevel.Fragment }))
- {
- reader.Read();
- bool isSingleObject = reader.Name != "CoalescedObject";
- if (isSingleObject || isAttachment)
- {
- SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(reader);
- objlist.Add(g);
- veclist.Add(Vector3.Zero);
- bbox = g.GetAxisAlignedBoundingBox(out offsetHeight);
- return true;
- }
- else
- {
- XmlDocument doc = new XmlDocument();
- doc.LoadXml(xmlData);
- XmlElement e = (XmlElement)doc.SelectSingleNode("/CoalescedObject");
- 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"));
- bbox = new Vector3(bx, by, bz);
- offsetHeight = 0;
- 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");
- float x = Convert.ToSingle(rawX);
- float y = Convert.ToSingle(rawY);
- float z = Convert.ToSingle(rawZ);
- veclist.Add(new Vector3(x, y, z));
- }
- return false;
- }
- }
- }
- }
- catch (Exception e)
- {
- m_log.Error(
- "[AGENT INVENTORY]: Deserialization of xml failed when looking for CoalescedObject tag. Exception ",
- e);
- bbox = Vector3.Zero;
- offsetHeight = 0;
- }
- return true;
- }
- /// <summary>
- /// Event Handler Rez an object into a scene
- /// Calls the non-void event handler
- /// </summary>
- /// <param name="remoteClient"></param>
- /// <param name="itemID"></param>
- /// <param name="RayEnd"></param>
- /// <param name="RayStart"></param>
- /// <param name="RayTargetID"></param>
- /// <param name="BypassRayCast"></param>
- /// <param name="RayEndIsIntersection"></param>
- /// <param name="EveryoneMask"></param>
- /// <param name="GroupMask"></param>
- /// <param name="RezSelected"></param>
- /// <param name="RemoveItem"></param>
- /// <param name="fromTaskID"></param>
- public virtual void RezObject(IClientAPI remoteClient, UUID itemID, Vector3 RayEnd, Vector3 RayStart,
- UUID RayTargetID, byte BypassRayCast, bool RayEndIsIntersection,
- bool RezSelected, bool RemoveItem, UUID fromTaskID)
- {
- // m_log.DebugFormat(
- // "[PRIM INVENTORY]: RezObject from {0} for item {1} from task id {2}",
- // remoteClient.Name, itemID, fromTaskID);
-
- if (fromTaskID == UUID.Zero)
- {
- IInventoryAccessModule invAccess = RequestModuleInterface<IInventoryAccessModule>();
- if (invAccess != null)
- invAccess.RezObject(
- remoteClient, itemID, RayEnd, RayStart, RayTargetID, BypassRayCast, RayEndIsIntersection,
- RezSelected, RemoveItem, fromTaskID, false);
- }
- else
- {
- SceneObjectPart part = GetSceneObjectPart(fromTaskID);
- if (part == null)
- {
- m_log.ErrorFormat(
- "[TASK INVENTORY]: {0} tried to rez item id {1} from object id {2} but there is no such scene object",
- remoteClient.Name, itemID, fromTaskID);
-
- return;
- }
-
- TaskInventoryItem item = part.Inventory.GetInventoryItem(itemID);
- if (item == null)
- {
- m_log.ErrorFormat(
- "[TASK INVENTORY]: {0} tried to rez item id {1} from object id {2} but there is no such item",
- remoteClient.Name, itemID, fromTaskID);
-
- return;
- }
-
- byte bRayEndIsIntersection = (byte)(RayEndIsIntersection ? 1 : 0);
- Vector3 scale = new Vector3(0.5f, 0.5f, 0.5f);
- Vector3 pos
- = GetNewRezLocation(
- RayStart, RayEnd, RayTargetID, Quaternion.Identity,
- BypassRayCast, bRayEndIsIntersection, true, scale, false);
-
- RezObject(part, item, pos, null, Vector3.Zero, 0);
- }
- }
-
- /// <summary>
- /// Rez an object into the scene from a prim's inventory.
- /// </summary>
- /// <param name="sourcePart"></param>
- /// <param name="item"></param>
- /// <param name="pos">The position of the rezzed object.</param>
- /// <param name="rot">The rotation of the rezzed object. If null, then the rotation stored with the object
- /// will be used if it exists.</param>
- /// <param name="vel">The velocity of the rezzed object.</param>
- /// <param name="param"></param>
- /// <returns>The SceneObjectGroup(s) rezzed, or null if rez was unsuccessful</returns>
- public virtual List<SceneObjectGroup> RezObject(
- SceneObjectPart sourcePart, TaskInventoryItem item, Vector3 pos, Quaternion? rot, Vector3 vel, int param)
- {
- if (null == item)
- return null;
- List<SceneObjectGroup> objlist;
- List<Vector3> veclist;
-
- bool success = sourcePart.Inventory.GetRezReadySceneObjects(item, out objlist, out veclist);
- if (!success)
- return null;
- int totalPrims = 0;
- foreach (SceneObjectGroup group in objlist)
- totalPrims += group.PrimCount;
- if (!Permissions.CanRezObject(totalPrims, item.OwnerID, pos))
- return null;
- if (!Permissions.BypassPermissions())
- {
- if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
- sourcePart.Inventory.RemoveInventoryItem(item.ItemID);
- }
- for (int i = 0; i < objlist.Count; i++)
- {
- SceneObjectGroup group = objlist[i];
- Vector3 curpos = pos + veclist[i];
- if (group.IsAttachment == false && group.RootPart.Shape.State != 0)
- {
- group.RootPart.AttachedPos = group.AbsolutePosition;
- group.RootPart.Shape.LastAttachPoint = (byte)group.AttachmentPoint;
- }
- group.FromPartID = sourcePart.UUID;
- AddNewSceneObject(group, true, curpos, rot, vel);
- // We can only call this after adding the scene object, since the scene object references the scene
- // to find out if scripts should be activated at all.
- group.CreateScriptInstances(param, true, DefaultScriptEngine, 3);
- group.ScheduleGroupForFullUpdate();
- }
- return objlist;
- }
- public virtual bool returnObjects(SceneObjectGroup[] returnobjects,
- UUID AgentId)
- {
- List<uint> localIDs = new List<uint>();
- foreach (SceneObjectGroup grp in returnobjects)
- {
- AddReturn(grp.OwnerID, grp.Name, grp.AbsolutePosition,
- "parcel owner return");
- localIDs.Add(grp.RootPart.LocalId);
- }
- DeRezObjects(null, localIDs, UUID.Zero, DeRezAction.Return,
- UUID.Zero);
- return true;
- }
- public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running)
- {
- SceneObjectPart part = GetSceneObjectPart(objectID);
- if (part == null)
- return;
- if (running)
- EventManager.TriggerStartScript(part.LocalId, itemID);
- else
- EventManager.TriggerStopScript(part.LocalId, itemID);
- }
- public void GetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID)
- {
- EventManager.TriggerGetScriptRunning(controllingClient, objectID, itemID);
- }
- void ObjectOwner(IClientAPI remoteClient, UUID ownerID, UUID groupID, List<uint> localIDs)
- {
- if (!Permissions.IsGod(remoteClient.AgentId))
- {
- if (ownerID != UUID.Zero)
- return;
-
- if (!Permissions.CanDeedObject(remoteClient.AgentId, groupID))
- return;
- }
- List<SceneObjectGroup> groups = new List<SceneObjectGroup>();
- foreach (uint localID in localIDs)
- {
- SceneObjectPart part = GetSceneObjectPart(localID);
- if (part == null)
- continue;
- if (!groups.Contains(part.ParentGroup))
- groups.Add(part.ParentGroup);
- }
- foreach (SceneObjectGroup sog in groups)
- {
- if (ownerID != UUID.Zero)
- {
- sog.SetOwnerId(ownerID);
- sog.SetGroup(groupID, remoteClient);
- sog.ScheduleGroupForFullUpdate();
- SceneObjectPart[] partList = sog.Parts;
-
- foreach (SceneObjectPart child in partList)
- {
- child.Inventory.ChangeInventoryOwner(ownerID);
- child.TriggerScriptChangedEvent(Changed.OWNER);
- }
- }
- else
- {
- if (!Permissions.CanEditObject(sog.UUID, remoteClient.AgentId))
- continue;
- if (sog.GroupID != groupID)
- continue;
-
- SceneObjectPart[] partList = sog.Parts;
- foreach (SceneObjectPart child in partList)
- {
- child.LastOwnerID = child.OwnerID;
- child.Inventory.ChangeInventoryOwner(groupID);
- child.TriggerScriptChangedEvent(Changed.OWNER);
- }
- sog.SetOwnerId(groupID);
- sog.ApplyNextOwnerPermissions();
- }
- }
- foreach (uint localID in localIDs)
- {
- SceneObjectPart part = GetSceneObjectPart(localID);
- if (part == null)
- continue;
- part.SendPropertiesToClient(remoteClient);
- }
- }
- public void DelinkObjects(List<uint> primIds, IClientAPI client)
- {
- List<SceneObjectPart> parts = new List<SceneObjectPart>();
- foreach (uint localID in primIds)
- {
- SceneObjectPart part = GetSceneObjectPart(localID);
- if (part == null)
- continue;
- if (Permissions.CanDelinkObject(client.AgentId, part.ParentGroup.RootPart.UUID))
- parts.Add(part);
- }
- m_sceneGraph.DelinkObjects(parts);
- }
- /// <summary>
- /// Link the scene objects containing the indicated parts to a root object.
- /// </summary>
- /// <param name="client"></param>
- /// <param name="parentPrimId">A root prim id of the object which will be the root prim of the resulting linkset.</param>
- /// <param name="childPrimIds">A list of child prims for the objects that should be linked in.</param>
- public void LinkObjects(IClientAPI client, uint parentPrimId, List<uint> childPrimIds)
- {
- LinkObjects(client.AgentId, parentPrimId, childPrimIds);
- }
- /// <summary>
- /// Link the scene objects containing the indicated parts to a root object.
- /// </summary>
- /// <param name="agentId">The ID of the user linking.</param>
- /// <param name="parentPrimId">A root prim id of the object which will be the root prim of the resulting linkset.</param>
- /// <param name="childPrimIds">A list of child prims for the objects that should be linked in.</param>
- public void LinkObjects(UUID agentId, uint parentPrimId, List<uint> childPrimIds)
- {
- List<UUID> owners = new List<UUID>();
- List<SceneObjectPart> children = new List<SceneObjectPart>();
- SceneObjectPart root = GetSceneObjectPart(parentPrimId);
- if (root == null)
- {
- m_log.DebugFormat("[LINK]: Can't find linkset root prim {0}", parentPrimId);
- return;
- }
- if (!Permissions.CanLinkObject(agentId, root.ParentGroup.RootPart.UUID))
- {
- m_log.DebugFormat("[LINK]: Refusing link. No permissions on root prim");
- return;
- }
- foreach (uint localID in childPrimIds)
- {
- SceneObjectPart part = GetSceneObjectPart(localID);
- if (part == null)
- continue;
- if (!owners.Contains(part.OwnerID))
- owners.Add(part.OwnerID);
- if (Permissions.CanLinkObject(agentId, part.ParentGroup.RootPart.UUID))
- children.Add(part);
- }
- // Must be all one owner
- //
- if (owners.Count > 1)
- {
- m_log.DebugFormat("[LINK]: Refusing link. Too many owners");
- return;
- }
- if (children.Count == 0)
- {
- m_log.DebugFormat("[LINK]: Refusing link. No permissions to link any of the children");
- return;
- }
- m_sceneGraph.LinkObjects(root, children);
- }
- private string PermissionString(uint permissions)
- {
- PermissionMask perms = (PermissionMask)permissions &
- (PermissionMask.Move |
- PermissionMask.Copy |
- PermissionMask.Transfer |
- PermissionMask.Modify);
- return perms.ToString();
- }
- }
- }
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