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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.IO;
- using System.Reflection;
- using OpenMetaverse;
- using log4net;
- using OpenSim.Framework;
- using OpenSim.Region.Framework.Interfaces;
- using System.Collections.Generic;
- using System.Xml;
- namespace OpenSim.Region.Framework.Scenes
- {
- public partial class SceneObjectGroup : EntityBase
- {
- private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- /// <summary>
- /// Force all task inventories of prims in the scene object to persist
- /// </summary>
- public void ForceInventoryPersistence()
- {
- SceneObjectPart[] parts = m_parts.GetArray();
- for (int i = 0; i < parts.Length; i++)
- parts[i].Inventory.ForceInventoryPersistence();
- }
- /// <summary>
- /// Start the scripts contained in all the prims in this group.
- /// </summary>
- /// <param name="startParam"></param>
- /// <param name="postOnRez"></param>
- /// <param name="engine"></param>
- /// <param name="stateSource"></param>
- /// <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(int startParam, bool postOnRez, string engine, int stateSource)
- {
- int scriptsStarted = 0;
- // Don't start scripts if they're turned off in the region!
- if (!m_scene.RegionInfo.RegionSettings.DisableScripts)
- {
- SceneObjectPart[] parts = m_parts.GetArray();
- for (int i = 0; i < parts.Length; i++)
- scriptsStarted
- += parts[i].Inventory.CreateScriptInstances(startParam, postOnRez, engine, stateSource);
- }
- return scriptsStarted;
- }
- /// <summary>
- /// Stop and remove the scripts contained in all the prims in this group
- /// </summary>
- /// <param name="sceneObjectBeingDeleted">
- /// Should be true if these scripts are being removed because the scene
- /// object is being deleted. This will prevent spurious updates to the client.
- /// </param>
- public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
- {
- SceneObjectPart[] parts = m_parts.GetArray();
- for (int i = 0; i < parts.Length; i++)
- parts[i].Inventory.RemoveScriptInstances(sceneObjectBeingDeleted);
- }
- /// <summary>
- /// Stop the scripts contained in all the prims in this group
- /// </summary>
- public void StopScriptInstances()
- {
- Array.ForEach<SceneObjectPart>(m_parts.GetArray(), p => p.Inventory.StopScriptInstances());
- }
- /// <summary>
- /// Add an inventory item from a user's inventory to a prim in this scene object.
- /// </summary>
- /// <param name="agentID">The agent adding the item.</param>
- /// <param name="localID">The local ID of the part receiving the add.</param>
- /// <param name="item">The user inventory item being added.</param>
- /// <param name="copyItemID">The item UUID that should be used by the new item.</param>
- /// <returns></returns>
- public bool AddInventoryItem(UUID agentID, uint localID, InventoryItemBase item, UUID copyItemID)
- {
- // m_log.DebugFormat(
- // "[PRIM INVENTORY]: Adding inventory item {0} from {1} to part with local ID {2}",
- // item.Name, remoteClient.Name, localID);
-
- UUID newItemId = (copyItemID != UUID.Zero) ? copyItemID : item.ID;
- SceneObjectPart part = GetPart(localID);
- if (part != null)
- {
- TaskInventoryItem taskItem = new TaskInventoryItem();
- taskItem.ItemID = newItemId;
- taskItem.AssetID = item.AssetID;
- taskItem.Name = item.Name;
- taskItem.Description = item.Description;
- taskItem.OwnerID = part.OwnerID; // Transfer ownership
- taskItem.CreatorID = item.CreatorIdAsUuid;
- taskItem.Type = item.AssetType;
- taskItem.InvType = item.InvType;
- if (agentID != part.OwnerID && m_scene.Permissions.PropagatePermissions())
- {
- taskItem.BasePermissions = item.BasePermissions &
- item.NextPermissions;
- taskItem.CurrentPermissions = item.CurrentPermissions &
- item.NextPermissions;
- taskItem.EveryonePermissions = item.EveryOnePermissions &
- item.NextPermissions;
- taskItem.GroupPermissions = item.GroupPermissions &
- item.NextPermissions;
- taskItem.NextPermissions = item.NextPermissions;
- // We're adding this to a prim we don't own. Force
- // owner change
- taskItem.Flags |= (uint)InventoryItemFlags.ObjectSlamPerm;
- }
- else
- {
- taskItem.BasePermissions = item.BasePermissions;
- taskItem.CurrentPermissions = item.CurrentPermissions;
- taskItem.EveryonePermissions = item.EveryOnePermissions;
- taskItem.GroupPermissions = item.GroupPermissions;
- taskItem.NextPermissions = item.NextPermissions;
- }
-
- taskItem.Flags = item.Flags;
- // m_log.DebugFormat(
- // "[PRIM INVENTORY]: Flags are 0x{0:X} for item {1} added to part {2} by {3}",
- // taskItem.Flags, taskItem.Name, localID, remoteClient.Name);
-
- // TODO: These are pending addition of those fields to TaskInventoryItem
- // taskItem.SalePrice = item.SalePrice;
- // taskItem.SaleType = item.SaleType;
- taskItem.CreationDate = (uint)item.CreationDate;
- bool addFromAllowedDrop = agentID != part.OwnerID;
- part.Inventory.AddInventoryItem(taskItem, addFromAllowedDrop);
- return true;
- }
- else
- {
- m_log.ErrorFormat(
- "[PRIM INVENTORY]: " +
- "Couldn't find prim local ID {0} in group {1}, {2} to add inventory item ID {3}",
- localID, Name, UUID, newItemId);
- }
- return false;
- }
- /// <summary>
- /// Returns an existing inventory item. Returns the original, so any changes will be live.
- /// </summary>
- /// <param name="primID"></param>
- /// <param name="itemID"></param>
- /// <returns>null if the item does not exist</returns>
- public TaskInventoryItem GetInventoryItem(uint primID, UUID itemID)
- {
- SceneObjectPart part = GetPart(primID);
- if (part != null)
- {
- return part.Inventory.GetInventoryItem(itemID);
- }
- else
- {
- m_log.ErrorFormat(
- "[PRIM INVENTORY]: " +
- "Couldn't find prim local ID {0} in prim {1}, {2} to get inventory item ID {3}",
- primID, part.Name, part.UUID, itemID);
- }
- return null;
- }
- /// <summary>
- /// Update an existing inventory item.
- /// </summary>
- /// <param name="item">The updated item. An item with the same id must already exist
- /// in this prim's inventory</param>
- /// <returns>false if the item did not exist, true if the update occurred succesfully</returns>
- public bool UpdateInventoryItem(TaskInventoryItem item)
- {
- SceneObjectPart part = GetPart(item.ParentPartID);
- if (part != null)
- {
- part.Inventory.UpdateInventoryItem(item);
- return true;
- }
- else
- {
- m_log.ErrorFormat(
- "[PRIM INVENTORY]: " +
- "Couldn't find prim ID {0} to update item {1}, {2}",
- item.ParentPartID, item.Name, item.ItemID);
- }
- return false;
- }
- public int RemoveInventoryItem(uint localID, UUID itemID)
- {
- SceneObjectPart part = GetPart(localID);
- if (part != null)
- {
- int type = part.Inventory.RemoveInventoryItem(itemID);
- return type;
- }
- return -1;
- }
- public uint GetEffectivePermissions()
- {
- uint perms=(uint)(PermissionMask.Modify |
- PermissionMask.Copy |
- PermissionMask.Move |
- PermissionMask.Transfer) | 7;
- uint ownerMask = 0x7fffffff;
- SceneObjectPart[] parts = m_parts.GetArray();
- for (int i = 0; i < parts.Length; i++)
- {
- SceneObjectPart part = parts[i];
- ownerMask &= part.OwnerMask;
- perms &= part.Inventory.MaskEffectivePermissions();
- }
- if ((ownerMask & (uint)PermissionMask.Modify) == 0)
- perms &= ~(uint)PermissionMask.Modify;
- if ((ownerMask & (uint)PermissionMask.Copy) == 0)
- perms &= ~(uint)PermissionMask.Copy;
- if ((ownerMask & (uint)PermissionMask.Transfer) == 0)
- perms &= ~(uint)PermissionMask.Transfer;
- // If root prim permissions are applied here, this would screw
- // with in-inventory manipulation of the next owner perms
- // in a major way. So, let's move this to the give itself.
- // Yes. I know. Evil.
- // if ((ownerMask & RootPart.NextOwnerMask & (uint)PermissionMask.Modify) == 0)
- // perms &= ~((uint)PermissionMask.Modify >> 13);
- // if ((ownerMask & RootPart.NextOwnerMask & (uint)PermissionMask.Copy) == 0)
- // perms &= ~((uint)PermissionMask.Copy >> 13);
- // if ((ownerMask & RootPart.NextOwnerMask & (uint)PermissionMask.Transfer) == 0)
- // perms &= ~((uint)PermissionMask.Transfer >> 13);
- return perms;
- }
- public void ApplyNextOwnerPermissions()
- {
- // m_log.DebugFormat("[PRIM INVENTORY]: Applying next owner permissions to {0} {1}", Name, UUID);
- SceneObjectPart[] parts = m_parts.GetArray();
- for (int i = 0; i < parts.Length; i++)
- parts[i].ApplyNextOwnerPermissions();
- }
- public string GetStateSnapshot()
- {
- Dictionary<UUID, string> states = new Dictionary<UUID, string>();
- SceneObjectPart[] parts = m_parts.GetArray();
- for (int i = 0; i < parts.Length; i++)
- {
- SceneObjectPart part = parts[i];
- foreach (KeyValuePair<UUID, string> s in part.Inventory.GetScriptStates())
- states[s.Key] = s.Value;
- }
- if (states.Count < 1)
- return String.Empty;
- XmlDocument xmldoc = new XmlDocument();
- XmlNode xmlnode = xmldoc.CreateNode(XmlNodeType.XmlDeclaration,
- String.Empty, String.Empty);
- xmldoc.AppendChild(xmlnode);
- XmlElement rootElement = xmldoc.CreateElement("", "ScriptData",
- String.Empty);
-
- xmldoc.AppendChild(rootElement);
-
- XmlElement wrapper = xmldoc.CreateElement("", "ScriptStates",
- String.Empty);
-
- rootElement.AppendChild(wrapper);
- foreach (KeyValuePair<UUID, string> state in states)
- {
- XmlDocument sdoc = new XmlDocument();
- sdoc.LoadXml(state.Value);
- XmlNodeList rootL = sdoc.GetElementsByTagName("State");
- XmlNode rootNode = rootL[0];
- XmlNode newNode = xmldoc.ImportNode(rootNode, true);
- wrapper.AppendChild(newNode);
- }
- return xmldoc.InnerXml;
- }
- public void SetState(string objXMLData, IScene ins)
- {
- if (!(ins is Scene))
- return;
- Scene s = (Scene)ins;
- if (objXMLData == String.Empty)
- return;
- IScriptModule scriptModule = null;
-
- foreach (IScriptModule sm in s.RequestModuleInterfaces<IScriptModule>())
- {
- if (sm.ScriptEngineName == s.DefaultScriptEngine)
- scriptModule = sm;
- else if (scriptModule == null)
- scriptModule = sm;
- }
- if (scriptModule == null)
- return;
- XmlDocument doc = new XmlDocument();
- try
- {
- doc.LoadXml(objXMLData);
- }
- catch (Exception) // (System.Xml.XmlException)
- {
- // We will get here if the XML is invalid or in unit
- // tests. Really should determine which it is and either
- // fail silently or log it
- // Fail silently, for now.
- // TODO: Fix this
- //
- return;
- }
- XmlNodeList rootL = doc.GetElementsByTagName("ScriptData");
- if (rootL.Count != 1)
- return;
- XmlElement rootE = (XmlElement)rootL[0];
- XmlNodeList dataL = rootE.GetElementsByTagName("ScriptStates");
- if (dataL.Count != 1)
- return;
- XmlElement dataE = (XmlElement)dataL[0];
-
- foreach (XmlNode n in dataE.ChildNodes)
- {
- XmlElement stateE = (XmlElement)n;
- UUID itemID = new UUID(stateE.GetAttribute("UUID"));
- scriptModule.SetXMLState(itemID, n.OuterXml);
- }
- }
- public void ResumeScripts()
- {
- SceneObjectPart[] parts = m_parts.GetArray();
- for (int i = 0; i < parts.Length; i++)
- parts[i].Inventory.ResumeScripts();
- }
- /// <summary>
- /// Returns true if any part in the scene object contains scripts, false otherwise.
- /// </summary>
- /// <returns></returns>
- public bool ContainsScripts()
- {
- foreach (SceneObjectPart part in Parts)
- if (part.Inventory.ContainsScripts())
- return true;
- return false;
- }
- }
- }
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