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* It is now possible to edit and save scripts directly from prim inventories * On saving, the script will be restarted in the region * Doesn't appear that it's yet possible to drag inventory contents back to agent inventory. Not quite sure why this is yet - the perms all look very permissive.
389 lines
14 KiB
C#
389 lines
14 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS AS IS AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*
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*/
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using System;
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using System.Collections.Generic;
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using System.Xml.Serialization;
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using libsecondlife;
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using OpenSim.Framework;
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using OpenSim.Framework.Console;
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using OpenSim.Region.Environment.Interfaces;
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using OpenSim.Region.Environment.Scenes.Scripting;
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namespace OpenSim.Region.Environment.Scenes
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{
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public partial class SceneObjectPart : IScriptHost
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{
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private string m_inventoryFileName = "";
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/// <summary>
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/// The inventory folder for this prim
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/// </summary>
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private LLUUID m_folderID = LLUUID.Zero;
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/// <summary>
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/// Exposing this is not particularly good, but it's one of the least evils at the moment to see
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/// folder id from prim inventory item data, since it's not (yet) actually stored with the prim.
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/// </summary>
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public LLUUID FolderID
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{
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get { return m_folderID; }
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set { m_folderID = value; }
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}
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/// <summary>
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/// Holds in memory prim inventory
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/// </summary>
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protected IDictionary<LLUUID, TaskInventoryItem> m_taskInventory
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= new Dictionary<LLUUID, TaskInventoryItem>();
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[XmlIgnore]
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public IDictionary<LLUUID, TaskInventoryItem> TaskInventory
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{
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get { return m_taskInventory; }
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}
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/// <summary>
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/// Serial count for inventory file , used to tell if inventory has changed
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/// no need for this to be part of Database backup
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/// </summary>
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protected uint m_inventorySerial = 0;
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public uint InventorySerial
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{
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get { return m_inventorySerial; }
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}
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/// <summary>
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/// Start all the scripts contained in this prim's inventory
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/// </summary>
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public void StartScripts()
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{
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foreach (TaskInventoryItem item in m_taskInventory.Values)
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{
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if ("lsltext" == item.type)
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{
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StartScript(item);
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}
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}
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}
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/// <summary>
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/// Start a script which is in this prim's inventory.
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/// </summary>
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/// <param name="item"></param>
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/// <returns></returns>
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public void StartScript(TaskInventoryItem item)
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{
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// MainLog.Instance.Verbose(
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// "PRIMINVENTORY",
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// "Starting script {0}, {1} in prim {2}, {3}",
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// item.name, item.item_id, Name, UUID);
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AssetBase rezAsset = m_parentGroup.Scene.AssetCache.GetAsset(item.asset_id, false);
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if (rezAsset != null)
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{
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string script = Helpers.FieldToUTF8String(rezAsset.Data);
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m_parentGroup.Scene.EventManager.TriggerRezScript(LocalID, item.item_id, script);
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}
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else
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{
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MainLog.Instance.Error(
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"PRIMINVENTORY",
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"Couldn't start script {0}, {1} since asset ID {2} could not be found",
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item.name, item.item_id, item.asset_id);
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}
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}
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/// <summary>
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/// Start a script which is in this prim's inventory.
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/// </summary>
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/// <param name="itemId">
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/// A <see cref="LLUUID"/>
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/// </param>
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public void StartScript(LLUUID itemId)
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{
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if (m_taskInventory.ContainsKey(itemId))
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{
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StartScript(m_taskInventory[itemId]);
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}
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else
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{
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MainLog.Instance.Error(
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"PRIMINVENTORY",
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"Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2}",
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itemId, Name, UUID);
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}
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}
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/// <summary>
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/// Stop a script which is in this prim's inventory.
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/// </summary>
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/// <param name="itemId"></param>
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public void StopScript(LLUUID itemId)
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{
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if (m_taskInventory.ContainsKey(itemId))
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{
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m_parentGroup.Scene.EventManager.TriggerRemoveScript(LocalID, itemId);
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}
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else
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{
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MainLog.Instance.Error(
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"PRIMINVENTORY",
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"Couldn't stop script with ID {0} since it couldn't be found for prim {1}, {2}",
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itemId, Name, UUID);
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}
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}
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/// <summary>
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/// Add an item to this prim's inventory.
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/// </summary>
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/// <param name="item"></param>
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public void AddInventoryItem(TaskInventoryItem item)
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{
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item.parent_id = m_folderID;
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item.creation_date = 1000;
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item.ParentPartID = UUID;
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m_taskInventory.Add(item.item_id, item);
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m_inventorySerial++;
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}
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/// <summary>
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/// Add a whole collection of items to the prim's inventory at once. We assume that the items already
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/// have all their fields correctly filled out.
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/// </summary>
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/// <param name="items"></param>
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public void AddInventoryItems(ICollection<TaskInventoryItem> items)
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{
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foreach (TaskInventoryItem item in items)
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{
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m_taskInventory.Add(item.item_id, item);
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}
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m_inventorySerial++;
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}
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/// <summary>
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/// Returns an existing inventory item. Returns the original, so any changes will be live.
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/// </summary>
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/// <param name="itemID"></param>
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/// <returns>null if the item does not exist</returns>
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public TaskInventoryItem GetInventoryItem(LLUUID itemID)
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{
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if (m_taskInventory.ContainsKey(itemID))
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{
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return m_taskInventory[itemID];
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}
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else
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{
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MainLog.Instance.Error(
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"PRIMINVENTORY",
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"Tried to retrieve item ID {0} from prim {1}, {2} but the item does not exist in this inventory",
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itemID, Name, UUID);
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}
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return null;
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}
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/// <summary>
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/// Update an existing inventory item.
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/// </summary>
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/// <param name="item">The updated item. An item with the same id must already exist
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/// in this prim's inventory.</param>
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/// <returns>false if the item did not exist, true if the update occurred succesfully</returns>
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public bool UpdateInventoryItem(TaskInventoryItem item)
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{
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if (m_taskInventory.ContainsKey(item.item_id))
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{
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m_taskInventory[item.item_id] = item;
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m_inventorySerial++;
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return true;
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}
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else
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{
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MainLog.Instance.Error(
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"PRIMINVENTORY",
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"Tried to retrieve item ID {0} from prim {1}, {2} but the item does not exist in this inventory",
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item.item_id, Name, UUID);
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}
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return false;
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}
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/// <summary>
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/// Remove an item from this prim's inventory
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/// </summary>
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/// <param name="itemID"></param>
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/// <returns>Numeric asset type of the item removed. Returns -1 if the item did not exist
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/// in this prim's inventory.</returns>
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public int RemoveInventoryItem(LLUUID itemID)
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{
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if (m_taskInventory.ContainsKey(itemID))
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{
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string type = m_taskInventory[itemID].inv_type;
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m_taskInventory.Remove(itemID);
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m_inventorySerial++;
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if (type == "lsltext")
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{
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return 10;
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}
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else
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{
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return 0;
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}
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}
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else
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{
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MainLog.Instance.Error(
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"PRIMINVENTORY",
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"Tried to remove item ID {0} from prim {1}, {2} but the item does not exist in this inventory",
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itemID, Name, UUID);
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}
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return -1;
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="client"></param>
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/// <param name="localID"></param>
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public bool GetInventoryFileName(IClientAPI client, uint localID)
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{
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if (m_inventorySerial > 0)
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{
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client.SendTaskInventory(m_uuid, (short) m_inventorySerial,
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Helpers.StringToField(m_inventoryFileName));
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return true;
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}
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else
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{
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client.SendTaskInventory(m_uuid, 0, new byte[0]);
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return false;
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}
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}
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public void RequestInventoryFile(IXfer xferManager)
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{
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byte[] fileData = new byte[0];
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InventoryStringBuilder invString = new InventoryStringBuilder(m_folderID, UUID);
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foreach (TaskInventoryItem item in m_taskInventory.Values)
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{
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invString.AddItemStart();
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invString.AddNameValueLine("item_id", item.item_id.ToString());
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invString.AddNameValueLine("parent_id", item.parent_id.ToString());
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invString.AddPermissionsStart();
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invString.AddNameValueLine("base_mask", "0x7FFFFFFF");
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invString.AddNameValueLine("owner_mask", "0x7FFFFFFF");
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invString.AddNameValueLine("group_mask", "0x7FFFFFFF");
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invString.AddNameValueLine("everyone_mask", "0x7FFFFFFF");
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invString.AddNameValueLine("next_owner_mask", "0x7FFFFFFF");
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invString.AddNameValueLine("creator_id", item.creator_id.ToString());
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invString.AddNameValueLine("owner_id", item.owner_id.ToString());
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invString.AddNameValueLine("last_owner_id", item.last_owner_id.ToString());
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invString.AddNameValueLine("group_id", item.group_id.ToString());
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invString.AddSectionEnd();
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invString.AddNameValueLine("asset_id", item.asset_id.ToString());
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invString.AddNameValueLine("type", item.type);
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invString.AddNameValueLine("inv_type", item.inv_type);
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invString.AddNameValueLine("flags", "0x00");
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invString.AddNameValueLine("name", item.name + "|");
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invString.AddNameValueLine("desc", item.desc + "|");
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invString.AddNameValueLine("creation_date", item.creation_date.ToString());
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invString.AddSectionEnd();
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}
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fileData = Helpers.StringToField(invString.BuildString);
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// MainLog.Instance.Verbose(
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// "PRIMINVENTORY", "RequestInventoryFile fileData: {0}", Helpers.FieldToUTF8String(fileData));
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if (fileData.Length > 2)
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{
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xferManager.AddNewFile(m_inventoryFileName, fileData);
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}
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}
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public class InventoryStringBuilder
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{
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public string BuildString = "";
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public InventoryStringBuilder(LLUUID folderID, LLUUID parentID)
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{
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BuildString += "\tinv_object\t0\n\t{\n";
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AddNameValueLine("obj_id", folderID.ToString());
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AddNameValueLine("parent_id", parentID.ToString());
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AddNameValueLine("type", "category");
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AddNameValueLine("name", "Contents");
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AddSectionEnd();
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}
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public void AddItemStart()
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{
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BuildString += "\tinv_item\t0\n";
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BuildString += "\t{\n";
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}
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public void AddPermissionsStart()
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{
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BuildString += "\tpermissions 0\n";
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BuildString += "\t{\n";
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}
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public void AddSectionEnd()
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{
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BuildString += "\t}\n";
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}
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public void AddLine(string addLine)
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{
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BuildString += addLine;
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}
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public void AddNameValueLine(string name, string value)
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{
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BuildString += "\t\t";
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BuildString += name + "\t";
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BuildString += value + "\n";
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}
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public void Close()
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{
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}
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}
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}
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}
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