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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.Reflection;
- using OpenMetaverse;
- using log4net;
- using OpenSim.Framework;
- using OpenSim.Region.Framework.Interfaces;
- using System.Collections.Generic;
- using System.Xml;
- using PermissionMask = OpenSim.Framework.PermissionMask;
- 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;
- if (m_scene == null)
- {
- m_log.DebugFormat("[PRIM INVENTORY]: m_scene is null. Unable to create script instances");
- return 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>
- 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()
- {
- SceneObjectPart[] parts = m_parts.GetArray();
- for(int i = 0; i < parts.Length; ++i)
- parts[i]?.Inventory?.StopScriptInstances();
- }
- public void SendReleaseScriptsControl()
- {
- SceneObjectPart[] parts = m_parts.GetArray();
- for (int i = 0; i < parts.Length; i++)
- parts[i].Inventory.SendReleaseScriptsControl();
- }
- public void RemoveScriptsPermissions(int permissions)
- {
- SceneObjectPart[] parts = m_parts.GetArray();
- for (int i = 0; i < parts.Length; i++)
- parts[i].Inventory.RemoveScriptsPermissions(permissions);
- }
- public void RemoveScriptsPermissions(ScenePresence sp, int permissions)
- {
- SceneObjectPart[] parts = m_parts.GetArray();
- for (int i = 0; i < parts.Length; i++)
- parts[i].Inventory.RemoveScriptsPermissions(sp, permissions);
- }
- /// <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, bool withModRights = true)
- {
- //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.IsZero() ? item.ID : copyItemID;
- SceneObjectPart part = GetPart(localID);
- if (part is null)
- {
- m_log.Error(
- $"[PRIM INVENTORY]: Couldn't find prim local ID {localID} in group {Name}, {UUID} to add inventory item ID {newItemId}");
- return false;
- }
- TaskInventoryItem taskItem = new()
- {
- ItemID = newItemId,
- AssetID = item.AssetID,
- Name = item.Name,
- //CreationDate = (uint)Util.UnixTimeSinceEpoch(),
- Description = item.Description,
- OwnerID = part.OwnerID, // Transfer ownership
- CreatorID = item.CreatorIdAsUuid,
- Type = item.AssetType,
- InvType = item.InvType,
- Flags = item.Flags
- };
- if (agentID.NotEqual(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;
- taskItem.LastOwnerID = item.Owner;
- }
- else
- {
- taskItem.BasePermissions = item.BasePermissions;
- taskItem.CurrentPermissions = item.CurrentPermissions;
- taskItem.EveryonePermissions = item.EveryOnePermissions;
- taskItem.GroupPermissions = item.GroupPermissions;
- taskItem.NextPermissions = item.NextPermissions;
- }
- // 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;
- bool addFromAllowedDrop;
- if(withModRights)
- addFromAllowedDrop = false;
- else
- addFromAllowedDrop = (part.ParentGroup.RootPart.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) != 0;
- part.Inventory.AddInventoryItem(taskItem, addFromAllowedDrop);
- part.ParentGroup.InvalidateDeepEffectivePerms();
- return true;
- }
- /// <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 is not 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 is not 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 is not null)
- {
- int type = part.Inventory.RemoveInventoryItem(itemID);
- return type;
- }
- return -1;
- }
- // new test code, to place in better place later
- private readonly object m_PermissionsLock = new();
- private bool m_EffectivePermsInvalid = true;
- private bool m_DeepEffectivePermsInvalid = true;
- // should called when parts chanced by their contents did not, so we know their cacche is valid
- // in case of doubt call InvalidateDeepEffectivePerms(), it only costs a bit more cpu time
- public void InvalidateEffectivePerms()
- {
- lock(m_PermissionsLock)
- m_EffectivePermsInvalid = true;
- }
- // should called when parts chanced and their contents where accounted for
- public void InvalidateDeepEffectivePerms()
- {
- lock(m_PermissionsLock)
- {
- m_DeepEffectivePermsInvalid = true;
- m_EffectivePermsInvalid = true;
- }
- }
- private uint m_EffectiveEveryOnePerms;
- public uint EffectiveEveryOnePerms
- {
- get
- {
- lock(m_PermissionsLock)
- {
- if(m_EffectivePermsInvalid)
- AggregatePerms();
- return m_EffectiveEveryOnePerms;
- }
- }
- }
- private uint m_EffectiveGroupPerms;
- public uint EffectiveGroupPerms
- {
- get
- {
- lock(m_PermissionsLock)
- {
- if(m_EffectivePermsInvalid)
- AggregatePerms();
- return m_EffectiveGroupPerms;
- }
- }
- }
- private uint m_EffectiveGroupOrEveryOnePerms;
- public uint EffectiveGroupOrEveryOnePerms
- {
- get
- {
- lock(m_PermissionsLock)
- {
- if(m_EffectivePermsInvalid)
- AggregatePerms();
- return m_EffectiveGroupOrEveryOnePerms;
- }
- }
- }
- private uint m_EffectiveOwnerPerms;
- public uint EffectiveOwnerPerms
- {
- get
- {
- lock(m_PermissionsLock)
- {
- if(m_EffectivePermsInvalid)
- AggregatePerms();
- return m_EffectiveOwnerPerms;
- }
- }
- }
- public void AggregatePerms()
- {
- lock(m_PermissionsLock)
- {
- // aux
- const uint allmask = (uint)PermissionMask.AllEffective;
- const uint movemodmask = (uint)(PermissionMask.Move | PermissionMask.Modify);
- const uint copytransfermast = (uint)(PermissionMask.Copy | PermissionMask.Transfer);
- uint basePerms = (RootPart.BaseMask & allmask) | (uint)PermissionMask.Move;
- bool noBaseTransfer = (basePerms & (uint)PermissionMask.Transfer) == 0;
- uint rootOwnerPerms = RootPart.OwnerMask;
- uint owner = rootOwnerPerms;
- uint rootGroupPerms = RootPart.GroupMask;
- uint group = rootGroupPerms;
- uint rootEveryonePerms = RootPart.EveryoneMask;
- uint everyone = rootEveryonePerms;
- bool needUpdate = false;
- // date is time of writing april 30th 2017
- bool newobj = (RootPart.CreationDate == 0 || RootPart.CreationDate > 1493574994);
- SceneObjectPart[] parts = m_parts.GetArray();
- for (int i = 0; i < parts.Length; i++)
- {
- SceneObjectPart part = parts[i];
- if(m_DeepEffectivePermsInvalid)
- part.AggregatedInnerPermsForGroup();
- owner &= part.AggregatedInnerOwnerPerms;
- group &= part.AggregatedInnerGroupPerms;
- if(newobj)
- group &= part.AggregatedInnerGroupPerms;
- if(newobj)
- everyone &= part.AggregatedInnerEveryonePerms;
- }
- // recover modify and move
- rootOwnerPerms &= movemodmask;
- owner |= rootOwnerPerms;
- if((owner & copytransfermast) == 0)
- owner |= (uint)PermissionMask.Transfer;
- owner &= basePerms;
- if(owner != m_EffectiveOwnerPerms)
- {
- needUpdate = true;
- m_EffectiveOwnerPerms = owner;
- }
- uint ownertransfermask = owner & (uint)PermissionMask.Transfer;
- // recover modify and move
- rootGroupPerms &= movemodmask;
- group |= rootGroupPerms;
- if(noBaseTransfer)
- group &=~(uint)PermissionMask.Copy;
- else
- group |= ownertransfermask;
- uint groupOrEveryone = group;
- uint tmpPerms = group & owner;
- if(tmpPerms != m_EffectiveGroupPerms)
- {
- needUpdate = true;
- m_EffectiveGroupPerms = tmpPerms;
- }
- // recover move
- rootEveryonePerms &= (uint)PermissionMask.Move;
- everyone |= rootEveryonePerms;
- everyone &= ~(uint)PermissionMask.Modify;
- if(noBaseTransfer)
- everyone &=~(uint)PermissionMask.Copy;
- else
- everyone |= ownertransfermask;
- groupOrEveryone |= everyone;
- tmpPerms = everyone & owner;
- if(tmpPerms != m_EffectiveEveryOnePerms)
- {
- needUpdate = true;
- m_EffectiveEveryOnePerms = tmpPerms;
- }
- tmpPerms = groupOrEveryone & owner;
- if(tmpPerms != m_EffectiveGroupOrEveryOnePerms)
- {
- needUpdate = true;
- m_EffectiveGroupOrEveryOnePerms = tmpPerms;
- }
- m_DeepEffectivePermsInvalid = false;
- m_EffectivePermsInvalid = false;
-
- if(needUpdate)
- RootPart.ScheduleFullUpdate();
- }
- }
- public uint CurrentAndFoldedNextPermissions()
- {
- uint perms=(uint)(PermissionMask.Modify |
- PermissionMask.Copy |
- PermissionMask.Move |
- PermissionMask.Transfer |
- PermissionMask.FoldedMask);
- uint ownerMask = RootPart.OwnerMask;
- SceneObjectPart[] parts = m_parts.GetArray();
- for (int i = 0; i < parts.Length; i++)
- {
- SceneObjectPart part = parts[i];
- ownerMask &= part.BaseMask;
- 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 ((ownerMask & (uint)PermissionMask.Export) == 0)
- perms &= ~(uint)PermissionMask.Export;
- 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();
- 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();
- 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();
- 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 not Scene s)
- return;
- if (objXMLData.Length == 0)
- return;
- IScriptModule scriptModule = null;
- foreach (IScriptModule sm in s.RequestModuleInterfaces<IScriptModule>())
- {
- if (sm.ScriptEngineName == s.DefaultScriptEngine)
- scriptModule = sm;
- else
- scriptModule ??= sm;
- }
- if (scriptModule is null)
- return;
- XmlDocument doc = new();
- 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(stateE.GetAttribute("UUID"));
- scriptModule.SetXMLState(itemID, n.OuterXml);
- }
- }
- public void ResumeScripts()
- {
- if (m_scene.RegionInfo.RegionSettings.DisableScripts)
- return;
- 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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