diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs index 9ccf5a0355..753aadae3d 100644 --- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs +++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs @@ -28,6 +28,7 @@ using System; using System.Collections.Generic; using System.Net; +using System.Xml; using System.Reflection; using System.Threading; @@ -191,11 +192,11 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess public virtual UUID DeleteToInventory(DeRezAction action, UUID folderID, List objectGroups, IClientAPI remoteClient) { - // HACK: This is only working for lists containing a single item! - // It's just a hack to make this WIP compile and run. Nothing - // currently calls this with multiple items. UUID ret = UUID.Zero; + // The following code groups the SOG's by owner. No objects + // belonging to different people can be coalesced, for obvious + // reasons. Dictionary> deletes = new Dictionary>(); @@ -207,266 +208,328 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess deletes[g.OwnerID].Add(g); } - foreach (List objlist in deletes.Values) - ret = DeleteToInventory(action, folderID, objlist, remoteClient); - - return ret; - } - - private UUID DeleteToInventory(DeRezAction action, UUID folderID, - SceneObjectGroup objectGroup, IClientAPI remoteClient) - { + // This is pethod scoped and will be returned. It will be the + // last created asset id UUID assetID = UUID.Zero; - Vector3 inventoryStoredPosition = new Vector3 - (((objectGroup.AbsolutePosition.X > (int)Constants.RegionSize) - ? 250 - : objectGroup.AbsolutePosition.X) - , - (objectGroup.AbsolutePosition.X > (int)Constants.RegionSize) - ? 250 - : objectGroup.AbsolutePosition.X, - objectGroup.AbsolutePosition.Z); - - Vector3 originalPosition = objectGroup.AbsolutePosition; - - // Restore attachment data after trip through the sim - if (objectGroup.RootPart.AttachPoint > 0) - inventoryStoredPosition = objectGroup.RootPart.AttachOffset; - objectGroup.RootPart.Shape.State = objectGroup.RootPart.AttachPoint; - - objectGroup.AbsolutePosition = inventoryStoredPosition; - - string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(objectGroup); - - objectGroup.AbsolutePosition = originalPosition; - - // Get the user info of the item destination - // - UUID userID = UUID.Zero; - - if (action == DeRezAction.Take || action == DeRezAction.TakeCopy || - action == DeRezAction.SaveToExistingUserInventoryItem) + // Each iteration is really a separate asset being created, + // with distinct destinations as well. + foreach (List objlist in deletes.Values) { - // Take or take copy require a taker - // Saving changes requires a local user - // - if (remoteClient == null) - return UUID.Zero; + Dictionary xmlStrings = + new Dictionary(); - userID = remoteClient.AgentId; - } - else - { - // All returns / deletes go to the object owner - // - - userID = objectGroup.RootPart.OwnerID; - } - - if (userID == UUID.Zero) // Can't proceed - { - return UUID.Zero; - } - - // If we're returning someone's item, it goes back to the - // owner's Lost And Found folder. - // Delete is treated like return in this case - // Deleting your own items makes them go to trash - // - - InventoryFolderBase folder = null; - InventoryItemBase item = null; - - if (DeRezAction.SaveToExistingUserInventoryItem == action) - { - item = new InventoryItemBase(objectGroup.RootPart.FromUserInventoryItemID, userID); - item = m_Scene.InventoryService.GetItem(item); - - //item = userInfo.RootFolder.FindItem( - // objectGroup.RootPart.FromUserInventoryItemID); - - if (null == item) + foreach (SceneObjectGroup objectGroup in objlist) { - m_log.DebugFormat( - "[AGENT INVENTORY]: Object {0} {1} scheduled for save to inventory has already been deleted.", - objectGroup.Name, objectGroup.UUID); - return UUID.Zero; - } - } - else - { - // Folder magic - // - if (action == DeRezAction.Delete) - { - // Deleting someone else's item - // - if (remoteClient == null || - objectGroup.OwnerID != remoteClient.AgentId) - { + Vector3 inventoryStoredPosition = new Vector3 + (((objectGroup.AbsolutePosition.X > (int)Constants.RegionSize) + ? 250 + : objectGroup.AbsolutePosition.X) + , + (objectGroup.AbsolutePosition.X > (int)Constants.RegionSize) + ? 250 + : objectGroup.AbsolutePosition.X, + objectGroup.AbsolutePosition.Z); - folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.LostAndFoundFolder); - } - else - { - folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.TrashFolder); - } - } - else if (action == DeRezAction.Return) - { + Vector3 originalPosition = objectGroup.AbsolutePosition; - // Dump to lost + found unconditionally - // - folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.LostAndFoundFolder); - } + // Restore attachment data after trip through the sim + if (objectGroup.RootPart.AttachPoint > 0) + inventoryStoredPosition = objectGroup.RootPart.AttachOffset; + objectGroup.RootPart.Shape.State = objectGroup.RootPart.AttachPoint; - if (folderID == UUID.Zero && folder == null) - { - if (action == DeRezAction.Delete) - { - // Deletes go to trash by default - // - folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.TrashFolder); - } - else - { - if (remoteClient == null || - objectGroup.OwnerID != remoteClient.AgentId) - { - // Taking copy of another person's item. Take to - // Objects folder. - folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.Object); - } - else - { - // Catch all. Use lost & found - // - - folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.LostAndFoundFolder); - } - } - } - - // Override and put into where it came from, if it came - // from anywhere in inventory - // - if (action == DeRezAction.Take || action == DeRezAction.TakeCopy) - { - if (objectGroup.RootPart.FromFolderID != UUID.Zero) - { - InventoryFolderBase f = new InventoryFolderBase(objectGroup.RootPart.FromFolderID, userID); - folder = m_Scene.InventoryService.GetFolder(f); - } - } - - if (folder == null) // None of the above - { - folder = new InventoryFolderBase(folderID); - - if (folder == null) // Nowhere to put it - { - return UUID.Zero; - } - } - - item = new InventoryItemBase(); - item.CreatorId = objectGroup.RootPart.CreatorID.ToString(); - item.ID = UUID.Random(); - item.InvType = (int)InventoryType.Object; - item.Folder = folder.ID; - item.Owner = userID; - } - - AssetBase asset = CreateAsset( - objectGroup.GetPartName(objectGroup.RootPart.LocalId), - objectGroup.GetPartDescription(objectGroup.RootPart.LocalId), - (sbyte)AssetType.Object, - Utils.StringToBytes(sceneObjectXml), - objectGroup.OwnerID.ToString()); - m_Scene.AssetService.Store(asset); - assetID = asset.FullID; - - if (DeRezAction.SaveToExistingUserInventoryItem == action) - { - item.AssetID = asset.FullID; - m_Scene.InventoryService.UpdateItem(item); - } - else - { - item.AssetID = asset.FullID; - - if (remoteClient != null && (remoteClient.AgentId != objectGroup.RootPart.OwnerID) && m_Scene.Permissions.PropagatePermissions()) - { - uint perms = objectGroup.GetEffectivePermissions(); - uint nextPerms = (perms & 7) << 13; - if ((nextPerms & (uint)PermissionMask.Copy) == 0) - perms &= ~(uint)PermissionMask.Copy; - if ((nextPerms & (uint)PermissionMask.Transfer) == 0) - perms &= ~(uint)PermissionMask.Transfer; - if ((nextPerms & (uint)PermissionMask.Modify) == 0) - perms &= ~(uint)PermissionMask.Modify; + objectGroup.AbsolutePosition = inventoryStoredPosition; // Make sure all bits but the ones we want are clear // on take. // This will be applied to the current perms, so // it will do what we want. objectGroup.RootPart.NextOwnerMask &= - ((uint)PermissionMask.Copy | + ((uint)PermissionMask.Copy | (uint)PermissionMask.Transfer | (uint)PermissionMask.Modify); objectGroup.RootPart.NextOwnerMask |= (uint)PermissionMask.Move; - item.BasePermissions = perms & objectGroup.RootPart.NextOwnerMask; - item.CurrentPermissions = item.BasePermissions; - item.NextPermissions = objectGroup.RootPart.NextOwnerMask; - item.EveryOnePermissions = objectGroup.RootPart.EveryoneMask & objectGroup.RootPart.NextOwnerMask; - item.GroupPermissions = objectGroup.RootPart.GroupMask & objectGroup.RootPart.NextOwnerMask; - - // Magic number badness. Maybe this deserves an enum. - // bit 4 (16) is the "Slam" bit, it means treat as passed - // and apply next owner perms on rez - item.CurrentPermissions |= 16; // Slam! - } - else - { - item.BasePermissions = objectGroup.GetEffectivePermissions(); - item.CurrentPermissions = objectGroup.GetEffectivePermissions(); - item.NextPermissions = objectGroup.RootPart.NextOwnerMask; - item.EveryOnePermissions = objectGroup.RootPart.EveryoneMask; - item.GroupPermissions = objectGroup.RootPart.GroupMask; + string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(objectGroup); - item.CurrentPermissions &= - ((uint)PermissionMask.Copy | - (uint)PermissionMask.Transfer | - (uint)PermissionMask.Modify | - (uint)PermissionMask.Move | - 7); // Preserve folded permissions + objectGroup.AbsolutePosition = originalPosition; + + xmlStrings[objectGroup.UUID] = sceneObjectXml; } - // TODO: add the new fields (Flags, Sale info, etc) - item.CreationDate = Util.UnixTimeSinceEpoch(); - item.Description = asset.Description; - item.Name = asset.Name; - item.AssetType = asset.Type; + string itemXml; - m_Scene.AddInventoryItem(item); + if (objlist.Count > 1) + { + float minX, minY, minZ; + float maxX, maxY, maxZ; - if (remoteClient != null && item.Owner == remoteClient.AgentId) - { - remoteClient.SendInventoryItemCreateUpdate(item, 0); - } - else - { - ScenePresence notifyUser = m_Scene.GetScenePresence(item.Owner); - if (notifyUser != null) + Vector3[] offsets = m_Scene.GetCombinedBoundingBox(objlist, + out minX, out maxX, out minY, out maxY, + out minZ, out maxZ); + + // CreateWrapper + XmlDocument itemDoc = new XmlDocument(); + XmlElement root = itemDoc.CreateElement("", "CoalescedObject", ""); + itemDoc.AppendChild(root); + + // Embed the offsets into the group XML + for ( int i = 0 ; i < objlist.Count ; i++ ) { - notifyUser.ControllingClient.SendInventoryItemCreateUpdate(item, 0); + XmlDocument doc = new XmlDocument(); + SceneObjectGroup g = objlist[i]; + doc.LoadXml(xmlStrings[g.UUID]); + XmlElement e = (XmlElement)doc.SelectSingleNode("/SceneObjectGroup"); + e.SetAttribute("offsetx", offsets[i].X.ToString()); + e.SetAttribute("offsety", offsets[i].Y.ToString()); + e.SetAttribute("offsetz", offsets[i].Z.ToString()); + + XmlNode objectNode = itemDoc.ImportNode(e, true); + root.AppendChild(objectNode); + } + + float sizeX = maxX - minX; + float sizeY = maxY - minY; + float sizeZ = maxZ - minZ; + + root.SetAttribute("x", sizeX.ToString()); + root.SetAttribute("y", sizeY.ToString()); + root.SetAttribute("z", sizeZ.ToString()); + + itemXml = itemDoc.InnerXml; + } + else + { + itemXml = xmlStrings[objlist[0].UUID]; + } + + // Get the user info of the item destination + // + UUID userID = UUID.Zero; + + if (action == DeRezAction.Take || action == DeRezAction.TakeCopy || + action == DeRezAction.SaveToExistingUserInventoryItem) + { + // Take or take copy require a taker + // Saving changes requires a local user + // + if (remoteClient == null) + return UUID.Zero; + + userID = remoteClient.AgentId; + } + else + { + // All returns / deletes go to the object owner + // + + userID = objlist[0].RootPart.OwnerID; + } + + if (userID == UUID.Zero) // Can't proceed + { + return UUID.Zero; + } + + // If we're returning someone's item, it goes back to the + // owner's Lost And Found folder. + // Delete is treated like return in this case + // Deleting your own items makes them go to trash + // + + InventoryFolderBase folder = null; + InventoryItemBase item = null; + + if (DeRezAction.SaveToExistingUserInventoryItem == action) + { + item = new InventoryItemBase(objlist[0].RootPart.FromUserInventoryItemID, userID); + item = m_Scene.InventoryService.GetItem(item); + + //item = userInfo.RootFolder.FindItem( + // objectGroup.RootPart.FromUserInventoryItemID); + + if (null == item) + { + m_log.DebugFormat( + "[AGENT INVENTORY]: Object {0} {1} scheduled for save to inventory has already been deleted.", + objlist[0].Name, objlist[0].UUID); + return UUID.Zero; + } + } + else + { + // Folder magic + // + if (action == DeRezAction.Delete) + { + // Deleting someone else's item + // + if (remoteClient == null || + objlist[0].OwnerID != remoteClient.AgentId) + { + + folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.LostAndFoundFolder); + } + else + { + folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.TrashFolder); + } + } + else if (action == DeRezAction.Return) + { + + // Dump to lost + found unconditionally + // + folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.LostAndFoundFolder); + } + + if (folderID == UUID.Zero && folder == null) + { + if (action == DeRezAction.Delete) + { + // Deletes go to trash by default + // + folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.TrashFolder); + } + else + { + if (remoteClient == null || + objlist[0].OwnerID != remoteClient.AgentId) + { + // Taking copy of another person's item. Take to + // Objects folder. + folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.Object); + } + else + { + // Catch all. Use lost & found + // + + folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.LostAndFoundFolder); + } + } + } + + // Override and put into where it came from, if it came + // from anywhere in inventory + // + if (action == DeRezAction.Take || action == DeRezAction.TakeCopy) + { + if (objlist[0].RootPart.FromFolderID != UUID.Zero) + { + InventoryFolderBase f = new InventoryFolderBase(objlist[0].RootPart.FromFolderID, userID); + folder = m_Scene.InventoryService.GetFolder(f); + } + } + + if (folder == null) // None of the above + { + folder = new InventoryFolderBase(folderID); + + if (folder == null) // Nowhere to put it + { + return UUID.Zero; + } + } + + item = new InventoryItemBase(); + // Can't know creator is the same, so null it in inventory + if (objlist.Count > 1) + item.CreatorId = UUID.Zero.ToString(); + else + item.CreatorId = objlist[0].RootPart.CreatorID.ToString(); + item.ID = UUID.Random(); + item.InvType = (int)InventoryType.Object; + item.Folder = folder.ID; + item.Owner = userID; + if (objlist.Count > 1) + item.Flags = (uint)InventoryItemFlags.ObjectHasMultipleItems; + } + + AssetBase asset = CreateAsset( + objlist[0].GetPartName(objlist[0].RootPart.LocalId), + objlist[0].GetPartDescription(objlist[0].RootPart.LocalId), + (sbyte)AssetType.Object, + Utils.StringToBytes(itemXml), + objlist[0].OwnerID.ToString()); + m_Scene.AssetService.Store(asset); + assetID = asset.FullID; + + if (DeRezAction.SaveToExistingUserInventoryItem == action) + { + item.AssetID = asset.FullID; + m_Scene.InventoryService.UpdateItem(item); + } + else + { + item.AssetID = asset.FullID; + + uint effectivePerms = (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify | PermissionMask.Move) | 7; + foreach (SceneObjectGroup grp in objlist) + effectivePerms &= grp.GetEffectivePermissions(); + effectivePerms |= (uint)PermissionMask.Move; + + if (remoteClient != null && (remoteClient.AgentId != objlist[0].RootPart.OwnerID) && m_Scene.Permissions.PropagatePermissions()) + { + uint perms = effectivePerms; + uint nextPerms = (perms & 7) << 13; + if ((nextPerms & (uint)PermissionMask.Copy) == 0) + perms &= ~(uint)PermissionMask.Copy; + if ((nextPerms & (uint)PermissionMask.Transfer) == 0) + perms &= ~(uint)PermissionMask.Transfer; + if ((nextPerms & (uint)PermissionMask.Modify) == 0) + perms &= ~(uint)PermissionMask.Modify; + + item.BasePermissions = perms & objlist[0].RootPart.NextOwnerMask; + item.CurrentPermissions = item.BasePermissions; + item.NextPermissions = perms & objlist[0].RootPart.NextOwnerMask; + item.EveryOnePermissions = objlist[0].RootPart.EveryoneMask & objlist[0].RootPart.NextOwnerMask; + item.GroupPermissions = objlist[0].RootPart.GroupMask & objlist[0].RootPart.NextOwnerMask; + + // Magic number badness. Maybe this deserves an enum. + // bit 4 (16) is the "Slam" bit, it means treat as passed + // and apply next owner perms on rez + item.CurrentPermissions |= 16; // Slam! + } + else + { + item.BasePermissions = effectivePerms; + item.CurrentPermissions = effectivePerms; + item.NextPermissions = objlist[0].RootPart.NextOwnerMask & effectivePerms; + item.EveryOnePermissions = objlist[0].RootPart.EveryoneMask & effectivePerms; + item.GroupPermissions = objlist[0].RootPart.GroupMask & effectivePerms; + + item.CurrentPermissions &= + ((uint)PermissionMask.Copy | + (uint)PermissionMask.Transfer | + (uint)PermissionMask.Modify | + (uint)PermissionMask.Move | + 7); // Preserve folded permissions + } + + // TODO: add the new fields (Flags, Sale info, etc) + item.CreationDate = Util.UnixTimeSinceEpoch(); + item.Description = asset.Description; + item.Name = asset.Name; + item.AssetType = asset.Type; + + m_Scene.AddInventoryItem(item); + + if (remoteClient != null && item.Owner == remoteClient.AgentId) + { + remoteClient.SendInventoryItemCreateUpdate(item, 0); + } + else + { + ScenePresence notifyUser = m_Scene.GetScenePresence(item.Owner); + if (notifyUser != null) + { + notifyUser.ControllingClient.SendInventoryItemCreateUpdate(item, 0); + } } } } - return assetID; } diff --git a/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs b/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs index 64567db9d8..8feb0227fc 100644 --- a/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs +++ b/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs @@ -137,7 +137,7 @@ namespace OpenSim.Region.Framework.Scenes x = m_inventoryDeletes.Dequeue(); m_log.DebugFormat( - "[ASYNC DELETER]: Sending object to user's inventory, {0} item(s) remaining.", left); + "[ASYNC DELETER]: Sending object to user's inventory, action {1}, count {2}, {0} item(s) remaining.", left, x.action, x.objectGroups.Count); try { @@ -177,4 +177,4 @@ namespace OpenSim.Region.Framework.Scenes return false; } } -} \ No newline at end of file +} diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index bcc439c8c0..76e160d93e 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -5063,8 +5063,17 @@ namespace OpenSim.Region.Framework.Scenes { float ominX, ominY, ominZ, omaxX, omaxY, omaxZ; + Vector3 vec = g.AbsolutePosition; + g.GetAxisAlignedBoundingBoxRaw(out ominX, out omaxX, out ominY, out omaxY, out ominZ, out omaxZ); + ominX += vec.X; + omaxX += vec.X; + ominY += vec.Y; + omaxY += vec.Y; + ominZ += vec.Z; + omaxZ += vec.Z; + if (minX > ominX) minX = ominX; if (minY > ominY) diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index a6d89cf5ca..9a7d560937 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs @@ -1569,8 +1569,6 @@ namespace OpenSim.Region.Framework.Scenes ILandObject parcel = m_scene.LandChannel.GetLandObject( m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); - List returns = new List(); - if (parcel != null && parcel.LandData != null && parcel.LandData.OtherCleanTime != 0) { @@ -1584,15 +1582,14 @@ namespace OpenSim.Region.Framework.Scenes DetachFromBackup(); m_log.InfoFormat("[SCENE]: Returning object {0} due to parcel auto return", RootPart.UUID.ToString()); m_scene.AddReturn(OwnerID, Name, AbsolutePosition, "parcel auto return"); - returns.Add(RootPart.LocalId); + m_scene.DeRezObjects(null, new List() { RootPart.LocalId }, UUID.Zero, + DeRezAction.Return, UUID.Zero); return; } } } - m_scene.DeRezObjects(null, returns, UUID.Zero, - DeRezAction.Return, UUID.Zero); } if (HasGroupChanged)