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This is because the attachments module code was setting the 'object slam' bit by using PermissionMask.All Solution here is to route the attachment item creation call through the existing inventory code in BasicInventoryAccessModule rather than copy/pasted code in AttachmentsModule itself.
176 lines
7.6 KiB
C#
176 lines
7.6 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.Collections.Generic;
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using System.Drawing;
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using System.IO;
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using System.Reflection;
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using System.Xml;
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using log4net;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes;
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namespace OpenSim.Region.Framework.Scenes.Serialization
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{
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/// <summary>
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/// Serialize and deserialize coalesced scene objects.
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/// </summary>
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/// <remarks>
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/// Deserialization not yet here.
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/// </remarks>
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public class CoalescedSceneObjectsSerializer
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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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/// Serialize coalesced objects to Xml
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/// </summary>
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/// <param name="coa"></param>
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/// <param name="doScriptStates">
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/// If true then serialize script states. This will halt any running scripts
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/// </param>
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/// <returns></returns>
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public static string ToXml(CoalescedSceneObjects coa)
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{
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return ToXml(coa, true);
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}
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/// <summary>
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/// Serialize coalesced objects to Xml
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/// </summary>
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/// <param name="coa"></param>
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/// <param name="doScriptStates">
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/// If true then serialize script states. This will halt any running scripts
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/// </param>
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/// <returns></returns>
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public static string ToXml(CoalescedSceneObjects coa, bool doScriptStates)
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{
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using (StringWriter sw = new StringWriter())
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{
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using (XmlTextWriter writer = new XmlTextWriter(sw))
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{
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Vector3 size;
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List<SceneObjectGroup> coaObjects = coa.Objects;
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// m_log.DebugFormat(
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// "[COALESCED SCENE OBJECTS SERIALIZER]: Writing {0} objects for coalesced object",
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// coaObjects.Count);
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// This is weak - we're relying on the set of coalesced objects still being identical
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Vector3[] offsets = coa.GetSizeAndOffsets(out size);
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writer.WriteStartElement("CoalescedObject");
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writer.WriteAttributeString("x", size.X.ToString());
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writer.WriteAttributeString("y", size.Y.ToString());
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writer.WriteAttributeString("z", size.Z.ToString());
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// Embed the offsets into the group XML
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for (int i = 0; i < coaObjects.Count; i++)
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{
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SceneObjectGroup obj = coaObjects[i];
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// m_log.DebugFormat(
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// "[COALESCED SCENE OBJECTS SERIALIZER]: Writing offset for object {0}, {1}",
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// i, obj.Name);
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writer.WriteStartElement("SceneObjectGroup");
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writer.WriteAttributeString("offsetx", offsets[i].X.ToString());
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writer.WriteAttributeString("offsety", offsets[i].Y.ToString());
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writer.WriteAttributeString("offsetz", offsets[i].Z.ToString());
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SceneObjectSerializer.ToOriginalXmlFormat(obj, writer, doScriptStates);
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writer.WriteEndElement(); // SceneObjectGroup
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}
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writer.WriteEndElement(); // CoalescedObject
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}
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string output = sw.ToString();
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// Console.WriteLine(output);
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return output;
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}
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}
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public static bool TryFromXml(string xml, out CoalescedSceneObjects coa)
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{
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// m_log.DebugFormat("[COALESCED SCENE OBJECTS SERIALIZER]: TryFromXml() deserializing {0}", xml);
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coa = null;
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using (StringReader sr = new StringReader(xml))
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{
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using (XmlTextReader reader = new XmlTextReader(sr))
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{
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try
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{
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reader.Read();
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if (reader.Name != "CoalescedObject")
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{
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// m_log.DebugFormat(
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// "[COALESCED SCENE OBJECTS SERIALIZER]: TryFromXml() root element was {0} so returning false",
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// reader.Name);
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return false;
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}
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coa = new CoalescedSceneObjects(UUID.Zero);
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reader.Read();
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while (reader.NodeType != XmlNodeType.EndElement && reader.Name != "CoalescedObject")
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{
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if (reader.Name == "SceneObjectGroup")
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{
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string soXml = reader.ReadOuterXml();
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coa.Add(SceneObjectSerializer.FromOriginalXmlFormat(soXml));
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}
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}
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reader.ReadEndElement(); // CoalescedObject
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}
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catch (Exception e)
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{
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m_log.ErrorFormat(
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"[COALESCED SCENE OBJECTS SERIALIZER]: Deserialization of xml failed with {0} {1}",
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e.Message, e.StackTrace);
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return false;
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}
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}
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}
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return true;
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}
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}
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} |