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Viewer 2/3 will sometimes attempt to rewear attachments, even though they have already been attached during the main login process. This change ignores those attempts. This stops script failures during login, as the rewearing was racing with the script startup code. It might also help with attachments being abnormally put into deleted state. Hopefully resolves some more of http://opensimulator.org/mantis/view.php?id=5644
407 lines
16 KiB
C#
407 lines
16 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 OpenSimulator 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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using System;
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using System.IO;
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using System.Reflection;
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using OpenMetaverse;
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using log4net;
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using OpenSim.Framework;
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using OpenSim.Region.Framework.Interfaces;
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using System.Collections.Generic;
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using System.Xml;
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namespace OpenSim.Region.Framework.Scenes
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{
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public partial class SceneObjectGroup : EntityBase
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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/// <summary>
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/// Force all task inventories of prims in the scene object to persist
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/// </summary>
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public void ForceInventoryPersistence()
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{
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SceneObjectPart[] parts = m_parts.GetArray();
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for (int i = 0; i < parts.Length; i++)
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parts[i].Inventory.ForceInventoryPersistence();
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}
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/// <summary>
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/// Start the scripts contained in all the prims in this group.
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/// </summary>
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public void CreateScriptInstances(int startParam, bool postOnRez,
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string engine, int stateSource)
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{
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// Don't start scripts if they're turned off in the region!
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if (!m_scene.RegionInfo.RegionSettings.DisableScripts)
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{
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SceneObjectPart[] parts = m_parts.GetArray();
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for (int i = 0; i < parts.Length; i++)
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parts[i].Inventory.CreateScriptInstances(startParam, postOnRez, engine, stateSource);
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}
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}
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/// <summary>
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/// Stop the scripts contained in all the prims in this group
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/// </summary>
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/// <param name="sceneObjectBeingDeleted">
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/// Should be true if these scripts are being removed because the scene
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/// object is being deleted. This will prevent spurious updates to the client.
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/// </param>
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public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
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{
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SceneObjectPart[] parts = m_parts.GetArray();
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for (int i = 0; i < parts.Length; i++)
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parts[i].Inventory.RemoveScriptInstances(sceneObjectBeingDeleted);
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}
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/// <summary>
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/// Add an inventory item from a user's inventory to a prim in this scene object.
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/// </summary>
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/// <param name="remoteClient">The client adding the item.</param>
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/// <param name="localID">The local ID of the part receiving the add.</param>
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/// <param name="item">The user inventory item being added.</param>
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/// <param name="copyItemID">The item UUID that should be used by the new item.</param>
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/// <returns></returns>
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public bool AddInventoryItem(IClientAPI remoteClient, uint localID,
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InventoryItemBase item, UUID copyItemID)
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{
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// m_log.DebugFormat(
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// "[PRIM INVENTORY]: Adding inventory item {0} from {1} to part with local ID {2}",
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// item.Name, remoteClient.Name, localID);
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UUID newItemId = (copyItemID != UUID.Zero) ? copyItemID : item.ID;
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SceneObjectPart part = GetChildPart(localID);
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if (part != null)
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{
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TaskInventoryItem taskItem = new TaskInventoryItem();
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taskItem.ItemID = newItemId;
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taskItem.AssetID = item.AssetID;
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taskItem.Name = item.Name;
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taskItem.Description = item.Description;
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taskItem.OwnerID = part.OwnerID; // Transfer ownership
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taskItem.CreatorID = item.CreatorIdAsUuid;
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taskItem.Type = item.AssetType;
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taskItem.InvType = item.InvType;
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if (remoteClient != null &&
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remoteClient.AgentId != part.OwnerID &&
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m_scene.Permissions.PropagatePermissions())
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{
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taskItem.BasePermissions = item.BasePermissions &
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item.NextPermissions;
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taskItem.CurrentPermissions = item.CurrentPermissions &
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item.NextPermissions;
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taskItem.EveryonePermissions = item.EveryOnePermissions &
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item.NextPermissions;
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taskItem.GroupPermissions = item.GroupPermissions &
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item.NextPermissions;
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taskItem.NextPermissions = item.NextPermissions;
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// We're adding this to a prim we don't own. Force
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// owner change
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taskItem.Flags |= (uint)InventoryItemFlags.ObjectSlamPerm;
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}
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else
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{
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taskItem.BasePermissions = item.BasePermissions;
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taskItem.CurrentPermissions = item.CurrentPermissions;
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taskItem.EveryonePermissions = item.EveryOnePermissions;
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taskItem.GroupPermissions = item.GroupPermissions;
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taskItem.NextPermissions = item.NextPermissions;
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}
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taskItem.Flags = item.Flags;
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// m_log.DebugFormat(
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// "[PRIM INVENTORY]: Flags are 0x{0:X} for item {1} added to part {2} by {3}",
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// taskItem.Flags, taskItem.Name, localID, remoteClient.Name);
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// TODO: These are pending addition of those fields to TaskInventoryItem
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// taskItem.SalePrice = item.SalePrice;
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// taskItem.SaleType = item.SaleType;
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taskItem.CreationDate = (uint)item.CreationDate;
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bool addFromAllowedDrop = false;
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if (remoteClient != null)
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{
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addFromAllowedDrop = remoteClient.AgentId != part.OwnerID;
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}
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part.Inventory.AddInventoryItem(taskItem, addFromAllowedDrop);
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return true;
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}
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else
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{
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m_log.ErrorFormat(
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"[PRIM INVENTORY]: " +
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"Couldn't find prim local ID {0} in group {1}, {2} to add inventory item ID {3}",
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localID, Name, UUID, newItemId);
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}
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return false;
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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="primID"></param>
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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(uint primID, UUID itemID)
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{
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SceneObjectPart part = GetChildPart(primID);
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if (part != null)
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{
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return part.Inventory.GetInventoryItem(itemID);
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}
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else
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{
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m_log.ErrorFormat(
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"[PRIM INVENTORY]: " +
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"Couldn't find prim local ID {0} in prim {1}, {2} to get inventory item ID {3}",
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primID, part.Name, part.UUID, itemID);
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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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SceneObjectPart part = GetChildPart(item.ParentPartID);
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if (part != null)
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{
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part.Inventory.UpdateInventoryItem(item);
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return true;
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}
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else
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{
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m_log.ErrorFormat(
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"[PRIM INVENTORY]: " +
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"Couldn't find prim ID {0} to update item {1}, {2}",
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item.ParentPartID, item.Name, item.ItemID);
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}
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return false;
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}
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public int RemoveInventoryItem(uint localID, UUID itemID)
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{
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SceneObjectPart part = GetChildPart(localID);
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if (part != null)
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{
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int type = part.Inventory.RemoveInventoryItem(itemID);
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return type;
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}
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return -1;
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}
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public uint GetEffectivePermissions()
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{
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uint perms=(uint)(PermissionMask.Modify |
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PermissionMask.Copy |
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PermissionMask.Move |
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PermissionMask.Transfer) | 7;
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uint ownerMask = 0x7fffffff;
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SceneObjectPart[] parts = m_parts.GetArray();
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for (int i = 0; i < parts.Length; i++)
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{
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SceneObjectPart part = parts[i];
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ownerMask &= part.OwnerMask;
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perms &= part.Inventory.MaskEffectivePermissions();
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}
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if ((ownerMask & (uint)PermissionMask.Modify) == 0)
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perms &= ~(uint)PermissionMask.Modify;
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if ((ownerMask & (uint)PermissionMask.Copy) == 0)
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perms &= ~(uint)PermissionMask.Copy;
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if ((ownerMask & (uint)PermissionMask.Transfer) == 0)
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perms &= ~(uint)PermissionMask.Transfer;
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// If root prim permissions are applied here, this would screw
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// with in-inventory manipulation of the next owner perms
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// in a major way. So, let's move this to the give itself.
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// Yes. I know. Evil.
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// if ((ownerMask & RootPart.NextOwnerMask & (uint)PermissionMask.Modify) == 0)
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// perms &= ~((uint)PermissionMask.Modify >> 13);
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// if ((ownerMask & RootPart.NextOwnerMask & (uint)PermissionMask.Copy) == 0)
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// perms &= ~((uint)PermissionMask.Copy >> 13);
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// if ((ownerMask & RootPart.NextOwnerMask & (uint)PermissionMask.Transfer) == 0)
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// perms &= ~((uint)PermissionMask.Transfer >> 13);
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return perms;
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}
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public void ApplyNextOwnerPermissions()
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{
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SceneObjectPart[] parts = m_parts.GetArray();
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for (int i = 0; i < parts.Length; i++)
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parts[i].ApplyNextOwnerPermissions();
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}
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public string GetStateSnapshot()
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{
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Dictionary<UUID, string> states = new Dictionary<UUID, string>();
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SceneObjectPart[] parts = m_parts.GetArray();
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for (int i = 0; i < parts.Length; i++)
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{
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SceneObjectPart part = parts[i];
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foreach (KeyValuePair<UUID, string> s in part.Inventory.GetScriptStates())
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states[s.Key] = s.Value;
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}
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if (states.Count < 1)
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return String.Empty;
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XmlDocument xmldoc = new XmlDocument();
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XmlNode xmlnode = xmldoc.CreateNode(XmlNodeType.XmlDeclaration,
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String.Empty, String.Empty);
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xmldoc.AppendChild(xmlnode);
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XmlElement rootElement = xmldoc.CreateElement("", "ScriptData",
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String.Empty);
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xmldoc.AppendChild(rootElement);
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XmlElement wrapper = xmldoc.CreateElement("", "ScriptStates",
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String.Empty);
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rootElement.AppendChild(wrapper);
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foreach (KeyValuePair<UUID, string> state in states)
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{
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XmlDocument sdoc = new XmlDocument();
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sdoc.LoadXml(state.Value);
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XmlNodeList rootL = sdoc.GetElementsByTagName("State");
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XmlNode rootNode = rootL[0];
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XmlNode newNode = xmldoc.ImportNode(rootNode, true);
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wrapper.AppendChild(newNode);
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}
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return xmldoc.InnerXml;
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}
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public void SetState(string objXMLData, IScene ins)
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{
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if (!(ins is Scene))
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return;
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Scene s = (Scene)ins;
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if (objXMLData == String.Empty)
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return;
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IScriptModule scriptModule = null;
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foreach (IScriptModule sm in s.RequestModuleInterfaces<IScriptModule>())
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{
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if (sm.ScriptEngineName == s.DefaultScriptEngine)
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scriptModule = sm;
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else if (scriptModule == null)
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scriptModule = sm;
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}
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if (scriptModule == null)
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return;
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XmlDocument doc = new XmlDocument();
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try
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{
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doc.LoadXml(objXMLData);
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}
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catch (Exception) // (System.Xml.XmlException)
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{
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// We will get here if the XML is invalid or in unit
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// tests. Really should determine which it is and either
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// fail silently or log it
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// Fail silently, for now.
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// TODO: Fix this
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//
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return;
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}
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XmlNodeList rootL = doc.GetElementsByTagName("ScriptData");
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if (rootL.Count != 1)
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return;
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XmlElement rootE = (XmlElement)rootL[0];
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XmlNodeList dataL = rootE.GetElementsByTagName("ScriptStates");
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if (dataL.Count != 1)
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return;
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XmlElement dataE = (XmlElement)dataL[0];
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foreach (XmlNode n in dataE.ChildNodes)
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{
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XmlElement stateE = (XmlElement)n;
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UUID itemID = new UUID(stateE.GetAttribute("UUID"));
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scriptModule.SetXMLState(itemID, n.OuterXml);
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}
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}
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public void ResumeScripts()
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{
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SceneObjectPart[] parts = m_parts.GetArray();
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for (int i = 0; i < parts.Length; i++)
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parts[i].Inventory.ResumeScripts();
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}
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/// <summary>
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/// Returns true if any part in the scene object contains scripts, false otherwise.
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/// </summary>
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/// <returns></returns>
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public bool ContainsScripts()
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{
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foreach (SceneObjectPart part in Parts)
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if (part.Inventory.ContainsScripts())
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return true;
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return false;
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}
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}
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}
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