Fix give inventory tests to use different users rather than (accidentally) the same user. Extend TestGiveInventoryItem() to test giving back the same item.

This commit is contained in:
Justin Clark-Casey (justincc)
2011-06-04 02:39:26 +01:00
parent fe890554fb
commit 12b1cbf8bf
6 changed files with 247 additions and 203 deletions

View File

@@ -425,192 +425,198 @@ namespace OpenSim.Region.Framework.Scenes
InventoryItemBase item = new InventoryItemBase(itemId, senderId);
item = InventoryService.GetItem(item);
if ((item != null) && (item.Owner == senderId))
if (item == null)
{
IUserManagement uman = RequestModuleInterface<IUserManagement>();
if (uman != null)
uman.AddUser(item.CreatorIdAsUuid, item.CreatorData);
if (!Permissions.BypassPermissions())
{
if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
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)
{
// Create a safe mask for the current perms
uint foldedPerms = (item.CurrentPermissions & 7) << 13;
foldedPerms |= permsMask;
bool isRootMod = (item.CurrentPermissions &
(uint)PermissionMask.Modify) != 0 ?
true : false;
// Mask the owner perms to the folded perms
ownerPerms &= foldedPerms;
basePerms &= foldedPerms;
// 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
return null; // No destination
}
}
itemCopy.GroupID = UUID.Zero;
itemCopy.GroupOwned = false;
itemCopy.Flags = item.Flags;
itemCopy.SalePrice = item.SalePrice;
itemCopy.SaleType = item.SaleType;
if (AddInventoryItem(itemCopy))
{
IInventoryAccessModule invAccess = RequestModuleInterface<IInventoryAccessModule>();
if (invAccess != null)
invAccess.TransferInventoryAssets(itemCopy, senderId, recipient);
}
if (!Permissions.BypassPermissions())
{
if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
{
List<UUID> items = new List<UUID>();
items.Add(itemId);
InventoryService.DeleteItems(senderId, items);
}
}
return itemCopy;
}
else
{
m_log.WarnFormat("[AGENT INVENTORY]: Failed to find item {0} or item does not belong to giver ", itemId);
m_log.WarnFormat(
"[AGENT INVENTORY]: Failed to find item {0} sent by {1} to {2}", itemId, senderId, recipient);
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);
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)
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)
{
// Create a safe mask for the current perms
uint foldedPerms = (item.CurrentPermissions & 7) << 13;
foldedPerms |= permsMask;
bool isRootMod = (item.CurrentPermissions &
(uint)PermissionMask.Modify) != 0 ?
true : false;
// Mask the owner perms to the folded perms
ownerPerms &= foldedPerms;
basePerms &= foldedPerms;
// 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
return null; // No destination
}
}
itemCopy.GroupID = UUID.Zero;
itemCopy.GroupOwned = false;
itemCopy.Flags = item.Flags;
itemCopy.SalePrice = item.SalePrice;
itemCopy.SaleType = item.SaleType;
if (AddInventoryItem(itemCopy))
{
IInventoryAccessModule invAccess = RequestModuleInterface<IInventoryAccessModule>();
if (invAccess != null)
invAccess.TransferInventoryAssets(itemCopy, senderId, recipient);
}
if (!Permissions.BypassPermissions())
{
if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
{
List<UUID> items = new List<UUID>();
items.Add(itemId);
InventoryService.DeleteItems(senderId, items);
}
}
return itemCopy;
}
/// <summary>

View File

@@ -59,19 +59,24 @@ namespace OpenSim.Region.Framework.Tests
// log4net.Config.XmlConfigurator.Configure();
Scene scene = SceneSetupHelpers.SetupScene();
UserAccount user1 = UserAccountHelpers.CreateUserWithInventory(scene);
UserAccount user2 = UserAccountHelpers.CreateUserWithInventory(scene);
UserAccount user1 = UserAccountHelpers.CreateUserWithInventory(scene, 1001);
UserAccount user2 = UserAccountHelpers.CreateUserWithInventory(scene, 1002);
InventoryItemBase item1 = UserInventoryHelpers.CreateInventoryItem(scene, "item1", user1.PrincipalID);
scene.GiveInventoryItem(user2.PrincipalID, user1.PrincipalID, item1.ID);
InventoryItemBase retrievedItem1
= UserInventoryHelpers.GetInventoryItem(scene.InventoryService, user2.PrincipalID, "Objects/item1");
= UserInventoryHelpers.GetInventoryItem(scene.InventoryService, user2.PrincipalID, "Notecards/item1");
Assert.That(retrievedItem1, Is.Not.Null);
// Try giving back the freshly received item
//scene.GiveInventoryItem(user1.PrincipalID, user2.PrincipalID, retrievedItem1.ID);
scene.GiveInventoryItem(user1.PrincipalID, user2.PrincipalID, retrievedItem1.ID);
List<InventoryItemBase> reretrievedItems
= UserInventoryHelpers.GetInventoryItems(scene.InventoryService, user1.PrincipalID, "Notecards/item1");
Assert.That(reretrievedItems.Count, Is.EqualTo(2));
}
[Test]
@@ -81,8 +86,8 @@ namespace OpenSim.Region.Framework.Tests
// log4net.Config.XmlConfigurator.Configure();
Scene scene = SceneSetupHelpers.SetupScene();
UserAccount user1 = UserAccountHelpers.CreateUserWithInventory(scene);
UserAccount user2 = UserAccountHelpers.CreateUserWithInventory(scene);
UserAccount user1 = UserAccountHelpers.CreateUserWithInventory(scene, 1001);
UserAccount user2 = UserAccountHelpers.CreateUserWithInventory(scene, 1002);
InventoryFolderBase folder1
= UserInventoryHelpers.CreateInventoryFolder(scene.InventoryService, user1.PrincipalID, "folder1");