/// <summary>
        ///     Gather all the asset uuids associated with a given object.
        /// </summary>
        /// This includes both those directly associated with
        /// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained
        /// within this object).
        /// <param name="sceneObject">The scene object for which to gather assets</param>
        /// <param name="assetUuids">The assets gathered</param>
        public void GatherAssetUuids(ISceneEntity sceneObject, IDictionary <UUID, AssetType> assetUuids)
        {
            //MainConsole.Instance.DebugFormat(
            //    "[ASSET GATHERER]: Getting assets for object {0}, {1}", sceneObject.Name, sceneObject.UUID);

            ISceneChildEntity [] parts = sceneObject.ChildrenEntities().ToArray();
            foreach (ISceneChildEntity part in parts)
            {
                //MainConsole.Instance.DebugFormat(
                //    "[Archiver]: Getting part {0}, {1} for object {2}", part.Name, part.UUID, sceneObject.UUID);

                try {
                    Primitive.TextureEntry textureEntry = part.Shape.Textures;
                    if (textureEntry != null)
                    {
                        // Get the prim's default texture.  This will be used for faces which don't have their own texture
                        if (textureEntry.DefaultTexture != null)
                        {
                            assetUuids [textureEntry.DefaultTexture.TextureID] = AssetType.Texture;
                        }

                        if (textureEntry.FaceTextures != null)
                        {
                            // Loop through the rest of the texture faces (a non-null face means the face is different from DefaultTexture)
                            foreach (
                                Primitive.TextureEntryFace texture in
                                textureEntry.FaceTextures.Where(texture => texture != null))
                            {
                                assetUuids [texture.TextureID] = AssetType.Texture;
                            }
                        }
                    }

                    // If the prim is a sculpt then preserve this information too
                    if (part.Shape.SculptTexture != UUID.Zero)
                    {
                        assetUuids [part.Shape.SculptTexture] = AssetType.Texture;
                    }

                    TaskInventoryDictionary taskDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone();

                    // Now analyze this prim's inventory items to preserve all the uuids that they reference
                    foreach (
                        TaskInventoryItem tii in
                        taskDictionary.Values.Where(tii => !assetUuids.ContainsKey(tii.AssetID)))
                    {
                        if (!assetUuids.ContainsKey(tii.AssetID))
                        {
                            GatherAssetUuids(tii.AssetID, (AssetType)tii.Type, assetUuids);
                        }
                    }
                    GatherMaterialsUuids(part, assetUuids);
                } catch (Exception e) {
                    MainConsole.Instance.ErrorFormat("[UUID Gatherer]: Failed to get part - {0}", e);
                    MainConsole.Instance.DebugFormat(
                        "[UUID Gatherer]: Texture entry length for prim was {0} (min is 46)",
                        part.Shape.TextureEntry.Length);
                }
            }
        }
        public void llBreakAllLinks()
        {
            if (!ScriptProtection.CheckThreatLevel(ThreatLevel.None, "LSL", m_host, "LSL", m_itemID))
            {
                return;
            }

            ISceneEntity parentPrim = m_host.ParentEntity;

            if (parentPrim.RootChild.AttachmentPoint != 0)
            {
                return; // Fail silently if attached
            }
            List <ISceneChildEntity> parts = new List <ISceneChildEntity>(parentPrim.ChildrenEntities());

            parts.Remove(parentPrim.RootChild);

            foreach (ISceneChildEntity part in parts)
            {
                parentPrim.DelinkFromGroup(part, true);
                parentPrim.TriggerScriptChangedEvent(Changed.LINK);
                part.ParentEntity.ScheduleGroupUpdate(PrimUpdateFlags.ForcedFullUpdate);
            }
            parentPrim.ScheduleGroupUpdate(PrimUpdateFlags.ForcedFullUpdate);
        }
Beispiel #3
0
            /// <summary>
            /// Synchronously delete the given object from the scene.
            /// </summary>
            /// <param name="group">Object Id</param>
            /// <param name="DeleteScripts">Remove the scripts from the ScriptEngine as well</param>
            /// <param name="removeFromDatabase">Remove from the database?</param>
            protected bool DeleteSceneObject(ISceneEntity group, bool DeleteScripts, bool removeFromDatabase)
            {
                //MainConsole.Instance.DebugFormat("[Backup]: Deleting scene object {0} {1}", group.Name, group.UUID);

                lock (group.SitTargetAvatar)
                {
                    if (group.SitTargetAvatar.Count != 0)
                    {
                        UUID[] ids = new UUID[group.SitTargetAvatar.Count];
                        group.SitTargetAvatar.CopyTo(ids);
                        foreach (UUID avID in ids)
                        {
                            //Don't screw up avatar's that are sitting on us!
                            IScenePresence SP = m_scene.GetScenePresence(avID);
                            if (SP != null)
                            {
                                SP.StandUp();
                            }
                        }
                    }
                }

                // Serialise calls to RemoveScriptInstances to avoid
                // deadlocking on m_parts inside SceneObjectGroup
                if (DeleteScripts)
                {
                    group.RemoveScriptInstances(true);
                }

                foreach (ISceneChildEntity part in group.ChildrenEntities())
                {
                    IScriptControllerModule m = m_scene.RequestModuleInterface <IScriptControllerModule>();
                    if (m != null)
                    {
                        m.RemoveAllScriptControllers(part);
                    }
                }
                if (group.RootChild.PhysActor != null)
                {
                    //Remove us from the physics sim
                    m_scene.PhysicsScene.DeletePrim(group.RootChild.PhysActor);
                    //We MUST leave this to the PhysicsScene or it will hate us forever!
                    //group.RootChild.PhysActor = null;
                }

                if (!group.IsAttachment)
                {
                    m_scene.SimulationDataService.Tainted();
                }
                if (m_scene.SceneGraph.DeleteEntity(group))
                {
                    // We need to keep track of this state in case this group is still queued for backup.
                    group.IsDeleted = true;
                    m_scene.EventManager.TriggerObjectBeingRemovedFromScene(group);
                    return(true);
                }

                //MainConsole.Instance.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID);
                return(false);
            }
        private void SelectObject(ISceneEntity obj, bool IsNowSelected)
        {
            if (obj.IsAttachment)
            {
                return;
            }
            if (((obj.RootChild.Flags & PrimFlags.TemporaryOnRez) != 0))
            {
                return;
            }

            Vector3     pos        = obj.AbsolutePosition;
            ILandObject landObject = m_Scene.RequestModuleInterface <IParcelManagementModule>().GetLandObject(pos.X,
                                                                                                              pos.Y);
            LandData landData = landObject.LandData;

            ParcelCounts parcelCounts;

            if (m_ParcelCounts.TryGetValue(landData.GlobalID, out parcelCounts))
            {
                int partCount = obj.ChildrenEntities().Count;
                if (IsNowSelected)
                {
                    parcelCounts.Selected += partCount;
                }
                else
                {
                    parcelCounts.Selected -= partCount;
                }
            }
        }
Beispiel #5
0
        private void DetachSingleAttachmentGroupToInventoryInternal(UUID itemID, IClientAPI remoteClient, bool fireEvent,
                                                                    ISceneEntity group)
        {
            if (fireEvent)
            {
                m_scene.EventManager.TriggerOnAttach(group.LocalId, itemID, UUID.Zero);

                group.DetachToInventoryPrep();
            }

            IScenePresence presence = m_scene.GetScenePresence(remoteClient.AgentId);

            if (presence != null)
            {
                AvatarAttachments attModule = presence.RequestModuleInterface <AvatarAttachments>();
                if (attModule != null)
                {
                    attModule.RemoveAttachment(group);
                }
                if (attModule != null)
                {
                    presence.SetAttachments(attModule.Get());
                }
            }

            MainConsole.Instance.Debug("[ATTACHMENTS MODULE]: Saving attachpoint: " +
                                       ((uint)group.GetAttachmentPoint()).ToString());

            //Update the saved attach points
            if (group.RootChild.AttachedPos != group.RootChild.SavedAttachedPos ||
                group.RootChild.SavedAttachmentPoint != group.RootChild.AttachmentPoint)
            {
                group.RootChild.SavedAttachedPos     = group.RootChild.AttachedPos;
                group.RootChild.SavedAttachmentPoint = group.RootChild.AttachmentPoint;
                //Make sure we get updated
                group.HasGroupChanged = true;
            }

            // If an item contains scripts, it's always changed.
            // This ensures script state is saved on detach
            foreach (ISceneChildEntity p in group.ChildrenEntities())
            {
                if (p.Inventory.ContainsScripts())
                {
                    group.HasGroupChanged = true;
                    break;
                }
            }
            if (group.HasGroupChanged)
            {
                UpdateKnownItem(remoteClient, group, group.RootChild.FromUserInventoryItemID, group.OwnerID);
            }
        }
Beispiel #6
0
 object AuroraEventManager_OnGenericEvent(string FunctionName, object parameters)
 {
     if (FunctionName == "DeleteToInventory")
     {
         //Resave all the state saves for this object
         ISceneEntity entity = (ISceneEntity)parameters;
         foreach (ISceneChildEntity child in entity.ChildrenEntities())
         {
             m_module.SaveStateSaves(child.UUID);
         }
     }
     return(null);
 }
Beispiel #7
0
 private void FireDeadAvatarEvent(string KillerName, IScenePresence DeadAv, ISceneEntity killer)
 {
     IScriptModule[] scriptEngines = DeadAv.Scene.RequestModuleInterfaces <IScriptModule>();
     foreach (IScriptModule m in scriptEngines)
     {
         if (killer != null)
         {
             foreach (ISceneChildEntity part in killer.ChildrenEntities())
             {
                 m.PostObjectEvent(part.UUID, "dead_avatar", new object[] { DeadAv.Name, KillerName, DeadAv.UUID });
             }
             foreach (UUID primID in m_combatModule.PrimCombatServers)
             {
                 m.PostObjectEvent(primID, "dead_avatar", new object[] { DeadAv.Name, KillerName, DeadAv.UUID });
             }
         }
     }
 }
Beispiel #8
0
        protected void OnObjectBeingAddedToScene(ISceneEntity obj)
        {
            lock (m_objectsLock)
            {
                foreach (ISceneChildEntity child in obj.ChildrenEntities())
                {
                    bool physicalStatus = (child.Flags & PrimFlags.Physics) == PrimFlags.Physics;
                    if (!m_lastAddedPhysicalStatus.ContainsKey(child.UUID))
                    {
                        m_objects++;

                        //Check physical status now
                        if (physicalStatus)
                        {
                            m_activeObjects++;
                        }
                        //Add it to the list so that we have a record of it
                        m_lastAddedPhysicalStatus.Add(child.UUID, physicalStatus);
                    }
                    else
                    {
                        //Its a dupe! Its a dupe!
                        //  Check that the physical status has changed
                        if (physicalStatus != m_lastAddedPhysicalStatus[child.UUID])
                        {
                            //It changed... fix the count
                            if (physicalStatus)
                            {
                                m_activeObjects++;
                            }
                            else
                            {
                                m_activeObjects--;
                            }
                            //Update the cache
                            m_lastAddedPhysicalStatus[child.UUID] = physicalStatus;
                        }
                    }
                }
            }
        }
Beispiel #9
0
        protected void OnObjectBeingRemovedFromScene(ISceneEntity obj)
        {
            lock (m_objectsLock)
            {
                foreach (ISceneChildEntity child in obj.ChildrenEntities())
                {
                    bool physicalStatus = (child.Flags & PrimFlags.Physics) == PrimFlags.Physics;
                    if (m_lastAddedPhysicalStatus.ContainsKey(child.UUID))
                    {
                        m_objects--;

                        //Check physical status now and remove if necessary
                        if (physicalStatus)
                        {
                            m_activeObjects--;
                        }
                        //Remove our record of it
                        m_lastAddedPhysicalStatus.Remove(child.UUID);
                    }
                }
            }
        }
        /// <summary>
        /// Gather all the asset uuids associated with a given object.
        /// </summary>
        /// 
        /// This includes both those directly associated with
        /// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained
        /// within this object).
        /// 
        /// <param name="sceneObject">The scene object for which to gather assets</param>
        /// <param name="assetUuids">The assets gathered</param>
        public void GatherAssetUuids(ISceneEntity sceneObject, IDictionary<UUID, AssetType> assetUuids, IRegistryCore scene)
        {
//            m_log.DebugFormat(
//                "[ASSET GATHERER]: Getting assets for object {0}, {1}", sceneObject.Name, sceneObject.UUID);

            ISceneChildEntity[] parts = sceneObject.ChildrenEntities().ToArray();
            for (int i = 0; i < parts.Length; i++)
            {
                ISceneChildEntity part = parts[i];

//                m_log.DebugFormat(
//                    "[ARCHIVER]: Getting part {0}, {1} for object {2}", part.Name, part.UUID, sceneObject.UUID);

                try
                {
                    Primitive.TextureEntry textureEntry = part.Shape.Textures;
                    if (textureEntry != null)
                    {
                        // Get the prim's default texture.  This will be used for faces which don't have their own texture
                        if (textureEntry.DefaultTexture != null)
                            assetUuids[textureEntry.DefaultTexture.TextureID] = AssetType.Texture;

                        if (textureEntry.FaceTextures != null)
                        {
                            // Loop through the rest of the texture faces (a non-null face means the face is different from DefaultTexture)
                            foreach (Primitive.TextureEntryFace texture in textureEntry.FaceTextures)
                            {
                                if (texture != null)
                                    assetUuids[texture.TextureID] = AssetType.Texture;
                            }
                        }
                    }
                    
                    // If the prim is a sculpt then preserve this information too
                    if (part.Shape.SculptTexture != UUID.Zero)
                        assetUuids[part.Shape.SculptTexture] = AssetType.Texture;
                    
                    TaskInventoryDictionary taskDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone();
                    
                    // Now analyze this prim's inventory items to preserve all the uuids that they reference
                    foreach (TaskInventoryItem tii in taskDictionary.Values)
                    {
//                        m_log.DebugFormat(
//                            "[ARCHIVER]: Analysing item {0} asset type {1} in {2} {3}", 
//                            tii.Name, tii.Type, part.Name, part.UUID);

                        if (!assetUuids.ContainsKey(tii.AssetID))
                            GatherAssetUuids(tii.AssetID, (AssetType)tii.Type, assetUuids, scene);
                    }
                }
                catch (Exception e)
                {
                    m_log.ErrorFormat("[UUID GATHERER]: Failed to get part - {0}", e);
                    m_log.DebugFormat(
                        "[UUID GATHERER]: Texture entry length for prim was {0} (min is 46)", 
                        part.Shape.TextureEntry.Length);
                }
            }
        }
Beispiel #11
0
        /// <summary>
        ///     Checks whether the user has permission to export an object group to an OAR.
        /// </summary>
        /// <param name="user">The user</param>
        /// <param name="objGroup">The object group</param>
        /// <param name="checkPermissions">Which permissions to check: "C" = Copy, "T" = Transfer</param>
        /// <returns>Whether the user is allowed to export the object to an OAR</returns>
        private bool CanUserArchiveObject(UUID user, ISceneEntity objGroup, string checkPermissions)
        {
            if (checkPermissions == null)
            {
                return(true);
            }

            IPermissionsModule module = m_scene.RequestModuleInterface <IPermissionsModule>();

            if (module == null)
            {
                return(true); // this shouldn't happen
            }
            // Check whether the user is permitted to export all of the parts in the SOG. If any
            // part can't be exported then the entire SOG can't be exported.

            bool permitted = true;

            //int primNumber = 1;

            foreach (ISceneChildEntity obj in objGroup.ChildrenEntities())
            {
                uint            perm;
                PermissionClass permissionClass = module.GetPermissionClass(user, obj);
                switch (permissionClass)
                {
                case PermissionClass.Owner:
                    perm = obj.BaseMask;
                    break;

                case PermissionClass.Group:
                    perm = obj.GroupMask | obj.EveryoneMask;
                    break;

                case PermissionClass.Everyone:
                default:
                    perm = obj.EveryoneMask;
                    break;
                }

                bool canCopy     = (perm & (uint)PermissionMask.Copy) != 0;
                bool canTransfer = (perm & (uint)PermissionMask.Transfer) != 0;

                // Special case: if Everyone can copy the object then this implies it can also be
                // Transferred.
                // However, if the user is the Owner then we don't check EveryoneMask, because it seems that the mask
                // always (incorrectly) includes the Copy bit set in this case. But that's a mistake: the viewer
                // does NOT show that the object has Everyone-Copy permissions, and doesn't allow it to be copied.
                if (permissionClass != PermissionClass.Owner)
                {
                    canTransfer |= (obj.EveryoneMask & (uint)PermissionMask.Copy) != 0;
                }


                bool partPermitted = true;
                if (checkPermissions.Contains("C") && !canCopy)
                {
                    partPermitted = false;
                }
                if (checkPermissions.Contains("T") && !canTransfer)
                {
                    partPermitted = false;
                }

                //string name = (objGroup.PrimCount == 1) ? objGroup.Name : string.Format("{0} ({1}/{2})", obj.Name, primNumber, objGroup.PrimCount);
                //MainConsole.Instance.DebugFormat("[ARCHIVER]: Object permissions: {0}: Base={1:X4}, Owner={2:X4}, Everyone={3:X4}, permissionClass={4}, checkPermissions={5}, canCopy={6}, canTransfer={7}, permitted={8}",
                //    name, obj.BaseMask, obj.OwnerMask, obj.EveryoneMask,
                //    permissionClass, checkPermissions, canCopy, canTransfer, permitted);

                if (!partPermitted)
                {
                    permitted = false;
                    break;
                }

                //++primNumber;
            }

            return(permitted);
        }
        public void llBreakLink(int linknum)
        {
            if (!ScriptProtection.CheckThreatLevel(ThreatLevel.None, "LSL", m_host, "LSL", m_itemID))
            {
                return;
            }

            UUID invItemID = InventorySelf();

            lock (m_host.TaskInventory) {
                if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0 &&
                    !m_automaticLinkPermission)
                {
                    Error("llBreakLink", "PERMISSION_CHANGE_LINKS permission not set");
                    return;
                }
            }

            if (linknum < ScriptBaseClass.LINK_THIS)
            {
                return;
            }

            ISceneEntity parentPrim = m_host.ParentEntity;

            if (parentPrim.RootChild.AttachmentPoint != 0)
            {
                return; // Fail silently if attached
            }
            ISceneChildEntity childPrim = null;

            if (linknum == ScriptBaseClass.LINK_ROOT)
            {
            }
            else if (linknum == ScriptBaseClass.LINK_SET ||
                     ScriptBaseClass.LINK_ALL_OTHERS ||
                     ScriptBaseClass.LINK_ALL_CHILDREN ||
                     ScriptBaseClass.LINK_THIS)
            {
                foreach (ISceneChildEntity part in parentPrim.ChildrenEntities())
                {
                    if (part.UUID != m_host.UUID)
                    {
                        childPrim = part;
                        break;
                    }
                }
            }
            else
            {
                IEntity target = m_host.ParentEntity.GetLinkNumPart(linknum);
                if (target is ISceneChildEntity)
                {
                    childPrim = target as ISceneChildEntity;
                }
                else
                {
                    return;
                }
                if (childPrim.UUID == m_host.UUID)
                {
                    childPrim = null;
                }
            }

            if (linknum == ScriptBaseClass.LINK_ROOT)
            {
                // Restructuring Multiple Prims.
                List <ISceneChildEntity> parts = new List <ISceneChildEntity>(parentPrim.ChildrenEntities());
                parts.Remove(parentPrim.RootChild);
                foreach (ISceneChildEntity part in parts)
                {
                    parentPrim.DelinkFromGroup(part, true);
                }
                parentPrim.ScheduleGroupUpdate(PrimUpdateFlags.ForcedFullUpdate);
                parentPrim.TriggerScriptChangedEvent(Changed.LINK);

                if (parts.Count > 0)
                {
                    ISceneChildEntity newRoot = parts[0];
                    parts.Remove(newRoot);
                    foreach (ISceneChildEntity part in parts)
                    {
                        newRoot.ParentEntity.LinkToGroup(part.ParentEntity);
                    }
                    newRoot.ParentEntity.ScheduleGroupUpdate(PrimUpdateFlags.ForcedFullUpdate);
                }
            }
            else
            {
                if (childPrim == null)
                {
                    return;
                }

                parentPrim.DelinkFromGroup(childPrim, true);
                childPrim.ParentEntity.ScheduleGroupUpdate(PrimUpdateFlags.ForcedFullUpdate);
                parentPrim.ScheduleGroupUpdate(PrimUpdateFlags.ForcedFullUpdate);
                parentPrim.TriggerScriptChangedEvent(Changed.LINK);
            }
        }
Beispiel #13
0
 private void FireDeadAvatarEvent (string KillerName, IScenePresence DeadAv, ISceneEntity killer)
 {
     IScriptModule[] scriptEngines = DeadAv.Scene.RequestModuleInterfaces<IScriptModule>();
     foreach (IScriptModule m in scriptEngines)
     {
         if (killer != null)
         {
             foreach (ISceneChildEntity part in killer.ChildrenEntities())
             {
                 m.PostObjectEvent(part.UUID, "dead_avatar", new object[] { DeadAv.Name, KillerName, DeadAv.UUID });
             }
             foreach (UUID primID in m_combatModule.PrimCombatServers)
             {
                 m.PostObjectEvent(primID, "dead_avatar", new object[] { DeadAv.Name, KillerName, DeadAv.UUID });
             }
         }
     }
 }
Beispiel #14
0
        /// <summary>
        ///     Reset all of the UUID's, localID's, etc in this group (includes children)
        /// </summary>
        /// <param name="entity"></param>
        private void ResetEntityIDs(ISceneEntity entity)
        {
            List<ISceneChildEntity> children = entity.ChildrenEntities();
            //Sort so that we rebuild in the same order and the root being first
            children.Sort(LinkSetSorter);

            entity.ClearChildren();
            foreach (ISceneChildEntity child in children)
            {
                UUID oldID = child.UUID;
                child.ResetEntityIDs();
                entity.AddChild(child, child.LinkNum);
            }
            //This clears the xml file, which will need rebuilt now that we have changed the UUIDs
            entity.HasGroupChanged = true;
            foreach (ISceneChildEntity child in children)
            {
                if (!child.IsRoot)
                {
                    child.SetParentLocalId(entity.RootChild.LocalId);
                }
            }
        }
        /// <summary>
        ///     Move the given scene object into a new region
        /// </summary>
        /// <param name="destination"></param>
        /// <param name="grp">Scene Object Group that we're crossing</param>
        /// <param name="attemptedPos"></param>
        /// <returns>
        ///     true if the crossing itself was successful, false on failure
        /// </returns>
        protected bool CrossPrimGroupIntoNewRegion(GridRegion destination, ISceneEntity grp, Vector3 attemptedPos)
        {
            bool successYN = false;

            if (destination != null)
            {
                if (grp.SitTargetAvatar.Count != 0)
                {
                    foreach (UUID avID in grp.SitTargetAvatar)
                    {
                        IScenePresence SP = grp.Scene.GetScenePresence(avID);
                        SP.Velocity = grp.RootChild.PhysActor.Velocity;
                        InternalCross(SP, attemptedPos, false, destination);
                    }
                    foreach (ISceneChildEntity part in grp.ChildrenEntities())
                    {
                        part.SitTargetAvatar = new List <UUID> ();
                    }

                    IBackupModule backup = grp.Scene.RequestModuleInterface <IBackupModule> ();
                    if (backup != null)
                    {
                        return(backup.DeleteSceneObjects(new [] { grp }, false, false));
                    }
                    return(true); //They do all the work adding the prim in the other region
                }

                ISceneEntity copiedGroup = grp.Copy(false);
                copiedGroup.SetAbsolutePosition(true, attemptedPos);
                if (grp.Scene != null)
                {
                    successYN = grp.Scene.RequestModuleInterface <ISimulationService> ()
                                .CreateObject(destination, copiedGroup);
                }

                if (successYN)
                {
                    // We remove the object here
                    try {
                        IBackupModule backup = grp.Scene.RequestModuleInterface <IBackupModule> ();
                        if (backup != null)
                        {
                            return(backup.DeleteSceneObjects(new [] { grp }, false, true));
                        }
                    } catch (Exception e) {
                        MainConsole.Instance.ErrorFormat(
                            "[Entity transfer]: Exception deleting the old object left behind on a border crossing for {0}, {1}",
                            grp, e);
                    }
                }
                else
                {
                    if (!grp.IsDeleted)
                    {
                        if (grp.RootChild.PhysActor != null)
                        {
                            grp.RootChild.PhysActor.CrossingFailure();
                        }
                    }

                    MainConsole.Instance.ErrorFormat("[Entity transfer]r]: Prim crossing failed for {0}", grp);
                }
            }
            else
            {
                MainConsole.Instance.Error(
                    "[Entity transfer]: destination was unexpectedly null in Scene.CrossPrimGroupIntoNewRegion()");
            }

            return(successYN);
        }
        public void StoreObject(ISceneEntity obj, UUID regionUUID)
        {
            uint flags = obj.RootChild.GetEffectiveObjectFlags();

            // Eligibility check
            //
            if ((flags & (uint)PrimFlags.Temporary) != 0)
            {
                return;
            }
            if ((flags & (uint)PrimFlags.TemporaryOnRez) != 0)
            {
                return;
            }

            foreach (ISceneChildEntity prim in obj.ChildrenEntities())
            {
                GD.Replace(m_primsRealm, new string[] {
                    "UUID", "CreationDate",
                    "Name", "Text", "Description",
                    "SitName", "TouchName", "ObjectFlags",
                    "OwnerMask", "NextOwnerMask", "GroupMask",
                    "EveryoneMask", "BaseMask", "PositionX",
                    "PositionY", "PositionZ", "GroupPositionX",
                    "GroupPositionY", "GroupPositionZ", "VelocityX",
                    "VelocityY", "VelocityZ", "AngularVelocityX",
                    "AngularVelocityY", "AngularVelocityZ",
                    "AccelerationX", "AccelerationY",
                    "AccelerationZ", "RotationX",
                    "RotationY", "RotationZ",
                    "RotationW", "SitTargetOffsetX",
                    "SitTargetOffsetY", "SitTargetOffsetZ",
                    "SitTargetOrientW", "SitTargetOrientX",
                    "SitTargetOrientY", "SitTargetOrientZ",
                    "RegionUUID", "CreatorID",
                    "OwnerID", "GroupID",
                    "LastOwnerID", "SceneGroupID",
                    "PayPrice", "PayButton1",
                    "PayButton2", "PayButton3",
                    "PayButton4", "LoopedSound",
                    "LoopedSoundGain", "TextureAnimation",
                    "OmegaX", "OmegaY", "OmegaZ",
                    "CameraEyeOffsetX", "CameraEyeOffsetY",
                    "CameraEyeOffsetZ", "CameraAtOffsetX",
                    "CameraAtOffsetY", "CameraAtOffsetZ",
                    "ForceMouselook", "ScriptAccessPin",
                    "AllowedDrop", "DieAtEdge",
                    "SalePrice", "SaleType",
                    "ColorR", "ColorG", "ColorB", "ColorA",
                    "ParticleSystem", "ClickAction", "Material",
                    "CollisionSound", "CollisionSoundVolume",
                    "PassTouches",
                    "LinkNumber", "MediaURL", "Generic"
                }, new object[]
                {
                    prim.UUID.ToString(),
                    prim.CreationDate,
                    prim.Name,
                    prim.Text, prim.Description,
                    prim.SitName, prim.TouchName, (uint)prim.Flags, prim.OwnerMask, prim.NextOwnerMask, prim.GroupMask,
                    prim.EveryoneMask, prim.BaseMask, (double)prim.AbsolutePosition.X, (double)prim.AbsolutePosition.Y, (double)prim.AbsolutePosition.Z,
                    (double)prim.GroupPosition.X, (double)prim.GroupPosition.Y, (double)prim.GroupPosition.Z, (double)prim.Velocity.X, (double)prim.Velocity.Y,
                    (double)prim.Velocity.Z, (double)prim.AngularVelocity.X, (double)prim.AngularVelocity.Y, (double)prim.AngularVelocity.Z, (double)prim.Acceleration.X,
                    (double)prim.Acceleration.Y, (double)prim.Acceleration.Z, (double)prim.Rotation.X, (double)prim.Rotation.Y, (double)prim.Rotation.Z, (double)prim.Rotation.W,
                    (double)prim.SitTargetPosition.X, (double)prim.SitTargetPosition.Y, (double)prim.SitTargetPosition.Z, (double)prim.SitTargetOrientation.W,
                    (double)prim.SitTargetOrientation.X, (double)prim.SitTargetOrientation.Y, (double)prim.SitTargetOrientation.Z, regionUUID, prim.CreatorID, prim.OwnerID,
                    prim.GroupID, prim.LastOwnerID, obj.UUID, prim.PayPrice[0], prim.PayPrice[1], prim.PayPrice[2], prim.PayPrice[3], prim.PayPrice[4],
                    ((prim.SoundFlags & 1) == 1) ? prim.Sound : UUID.Zero, ((prim.SoundFlags & 1) == 1) ? prim.SoundGain : 0, prim.TextureAnimation, (double)prim.AngularVelocity.X,
                    (double)prim.AngularVelocity.Y, (double)prim.AngularVelocity.Z, (double)prim.CameraEyeOffset.X, (double)prim.CameraEyeOffset.Y, (double)prim.CameraEyeOffset.Z,
                    (double)prim.CameraEyeOffset.X, (double)prim.CameraEyeOffset.Y, (double)prim.CameraEyeOffset.Z, prim.ForceMouselook ? 1 : 0, prim.ScriptAccessPin,
                    prim.AllowedDrop ? 1 : 0, prim.DIE_AT_EDGE ? 1 : 0, prim.SalePrice, unchecked ((sbyte)(prim.ObjectSaleType)), prim.Color.R, prim.Color.G, prim.Color.B,
                    prim.Color.A, prim.ParticleSystem, unchecked ((sbyte)(prim.ClickAction)), unchecked ((sbyte)(prim.Material)), prim.CollisionSound, prim.CollisionSoundVolume,
                    prim.PassTouch, prim.LinkNum, prim.MediaUrl, prim.GenericData
                });

                GD.Replace(m_primShapesRealm, new string[] {
                    "UUID", "Shape", "ScaleX", "ScaleY",
                    "ScaleZ", "PCode", "PathBegin", "PathEnd",
                    "PathScaleX", "PathScaleY", "PathShearX",
                    "PathShearY", "PathSkew", "PathCurve",
                    "PathRadiusOffset", "PathRevolutions",
                    "PathTaperX", "PathTaperY", "PathTwist",
                    "PathTwistBegin", "ProfileBegin", "ProfileEnd",
                    "ProfileCurve", "ProfileHollow", "Texture",
                    "ExtraParams", "State", "Media"
                },
                           new object[] {
                    prim.UUID, 0, (double)prim.Shape.Scale.X, (double)prim.Shape.Scale.Y, (double)prim.Shape.Scale.Z,
                    prim.Shape.PCode, prim.Shape.PathBegin, prim.Shape.PathEnd, prim.Shape.PathScaleX, prim.Shape.PathScaleY,
                    prim.Shape.PathShearX, prim.Shape.PathShearY, prim.Shape.PathSkew, prim.Shape.PathCurve, prim.Shape.PathRadiusOffset,
                    prim.Shape.PathRevolutions, prim.Shape.PathTaperX, prim.Shape.PathTaperY, prim.Shape.PathTwist, prim.Shape.PathTwistBegin,
                    prim.Shape.ProfileBegin, prim.Shape.ProfileEnd, prim.Shape.ProfileCurve, prim.Shape.ProfileHollow, prim.Shape.TextureEntry,
                    prim.Shape.ExtraParams, prim.Shape.State, null == prim.Shape.Media ? null : prim.Shape.Media.ToXml()
                });
            }
        }
        /// <summary>
        /// Checks whether the user has permission to export an object group to an OAR.
        /// </summary>
        /// <param name="user">The user</param>
        /// <param name="objGroup">The object group</param>
        /// <param name="checkPermissions">Which permissions to check: "C" = Copy, "T" = Transfer</param>
        /// <returns>Whether the user is allowed to export the object to an OAR</returns>
        private bool CanUserArchiveObject(UUID user, ISceneEntity objGroup, string checkPermissions)
        {
            if (checkPermissions == null)
                return true;

            IPermissionsModule module = m_scene.RequestModuleInterface<IPermissionsModule>();
            if (module == null)
                return true;    // this shouldn't happen

            // Check whether the user is permitted to export all of the parts in the SOG. If any
            // part can't be exported then the entire SOG can't be exported.

            bool permitted = true;
            //int primNumber = 1;

            foreach (ISceneChildEntity obj in objGroup.ChildrenEntities())
            {
                uint perm;
                PermissionClass permissionClass = module.GetPermissionClass(user, obj);
                switch (permissionClass)
                {
                    case PermissionClass.Owner:
                        perm = obj.BaseMask;
                        break;
                    case PermissionClass.Group:
                        perm = obj.GroupMask | obj.EveryoneMask;
                        break;
                    case PermissionClass.Everyone:
                    default:
                        perm = obj.EveryoneMask;
                        break;
                }

                bool canCopy = (perm & (uint)PermissionMask.Copy) != 0;
                bool canTransfer = (perm & (uint)PermissionMask.Transfer) != 0;

                // Special case: if Everyone can copy the object then this implies it can also be
                // Transferred.
                // However, if the user is the Owner then we don't check EveryoneMask, because it seems that the mask
                // always (incorrectly) includes the Copy bit set in this case. But that's a mistake: the viewer
                // does NOT show that the object has Everyone-Copy permissions, and doesn't allow it to be copied.
                if (permissionClass != PermissionClass.Owner)
                {
                    canTransfer |= (obj.EveryoneMask & (uint)PermissionMask.Copy) != 0;
                }


                bool partPermitted = true;
                if (checkPermissions.Contains("C") && !canCopy)
                    partPermitted = false;
                if (checkPermissions.Contains("T") && !canTransfer)
                    partPermitted = false;

                //string name = (objGroup.PrimCount == 1) ? objGroup.Name : string.Format("{0} ({1}/{2})", obj.Name, primNumber, objGroup.PrimCount);
                //m_log.DebugFormat("[ARCHIVER]: Object permissions: {0}: Base={1:X4}, Owner={2:X4}, Everyone={3:X4}, permissionClass={4}, checkPermissions={5}, canCopy={6}, canTransfer={7}, permitted={8}",
                //    name, obj.BaseMask, obj.OwnerMask, obj.EveryoneMask,
                //    permissionClass, checkPermissions, canCopy, canTransfer, permitted);

                if (!partPermitted)
                {
                    permitted = false;
                    break;
                }

                //++primNumber;
            }

            return permitted;
        }
Beispiel #18
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        /// <summary>
        /// Reset all of the UUID's, localID's, etc in this group (includes children)
        /// </summary>
        /// <param name="entity"></param>
        private void ResetEntityIDs (ISceneEntity entity)
        {
            List<ISceneChildEntity> children = entity.ChildrenEntities ();
            //Sort so that we rebuild in the same order and the root being first
            children.Sort(LinkSetSorter);

            entity.ClearChildren();

            foreach (ISceneChildEntity child in children)
            {
                child.ResetEntityIDs();
                entity.AddChild(child, child.LinkNum);
            }
        }
Beispiel #19
0
        /// <summary>
        ///     Attach the object to the avatar
        /// </summary>
        /// <param name="remoteClient">The client that is having the attachment done</param>
        /// <param name="localID">The localID (SceneObjectPart) that is being attached (for the attach script event)</param>
        /// <param name="group">The group (SceneObjectGroup) that is being attached</param>
        /// <param name="AttachmentPt">The point to where the attachment will go</param>
        /// <param name="assetID" />
        /// <param name="forceUpdatePrim">Force updating of the prim the next time the user attempts to deattach it</param>
        /// <param name="isTempAttach">Is a temporary attachment</param>
        protected void FindAttachmentPoint(IClientAPI remoteClient, uint localID, ISceneEntity group,
                                           int AttachmentPt, UUID assetID, bool forceUpdatePrim, bool isTempAttach)
        {
            //Make sure that we arn't over the limit of attachments
            ISceneEntity[] attachments = GetAttachmentsForAvatar(remoteClient.AgentId);
            if (attachments.Length + 1 > m_maxNumberOfAttachments)
            {
                //Too many
                remoteClient.SendAgentAlertMessage(
                    "You are wearing too many attachments. Take one off to attach this object", false);

                return;
            }
            Vector3 attachPos = group.GetAttachmentPos();
            bool    hasMultipleAttachmentsSet = (AttachmentPt & 0x7f) != 0 || AttachmentPt == 0;

            if (!m_allowMultipleAttachments)
            {
                hasMultipleAttachmentsSet = false;
            }
            AttachmentPt &= 0x7f; //Disable it! Its evil!

            //Did the attachment change position or attachment point?
            bool changedPositionPoint = false;

            // If the attachment point isn't the same as the one previously used
            // set it's offset position = 0 so that it appears on the attachment point
            // and not in a weird location somewhere unknown.
            //Simplier terms: the attachment point changed, set it to the default 0,0,0 location
            if (AttachmentPt != 0 && AttachmentPt != (group.GetAttachmentPoint() & 0x7f))
            {
                attachPos            = Vector3.Zero;
                changedPositionPoint = true;
            }
            else
            {
                // AttachmentPt 0 means the client chose to 'wear' the attachment.
                if (AttachmentPt == 0)
                {
                    // Check object for stored attachment point
                    AttachmentPt = group.GetSavedAttachmentPoint() & 0x7f;
                    attachPos    = group.GetAttachmentPos();
                }

                //Check state afterwards... use the newer GetSavedAttachmentPoint and Pos above first
                if (AttachmentPt == 0)
                {
                    // Check object for older stored attachment point
                    AttachmentPt = group.RootChild.Shape.State & 0x7f;
                }

                // if we still didn't find a suitable attachment point, force it to the default
                //This happens on the first time an avatar 'wears' an object
                if (AttachmentPt == 0)
                {
                    // Stick it on right hand with Zero Offset from the attachment point.
                    AttachmentPt = (int)AttachmentPoint.RightHand;
                    //Default location
                    attachPos            = Vector3.Zero;
                    changedPositionPoint = true;
                }
            }

            MainConsole.Instance.DebugFormat(
                "[ATTACHMENTS MODULE]: Retrieved single object {0} for attachment to {1} on point {2} localID {3}",
                group.Name, remoteClient.Name, AttachmentPt, group.LocalId);

            //Update where we are put
            group.SetAttachmentPoint((byte)AttachmentPt);
            //Fix the position with the one we found
            group.AbsolutePosition = attachPos;

            // Remove any previous attachments
            IScenePresence presence = m_scene.GetScenePresence(remoteClient.AgentId);

            if (presence == null)
            {
                return;
            }
            UUID itemID = UUID.Zero;

            //Check for multiple attachment bits and whether we should remove the old
            if (!hasMultipleAttachmentsSet)
            {
                foreach (ISceneEntity grp in attachments)
                {
                    if (grp.GetAttachmentPoint() == (byte)AttachmentPt)
                    {
                        itemID = grp.RootChild.FromUserInventoryItemID;
                        break;
                    }
                }
                if (itemID != UUID.Zero)
                {
                    DetachSingleAttachmentToInventory(itemID, remoteClient);
                }
            }
            itemID = group.RootChild.FromUserInventoryItemID;

            group.RootChild.AttachedAvatar = presence.UUID;

            List <ISceneChildEntity> parts = group.ChildrenEntities();

            foreach (ISceneChildEntity t in parts)
            {
                t.AttachedAvatar = presence.UUID;
            }

            if (group.RootChild.PhysActor != null)
            {
                m_scene.PhysicsScene.DeletePrim(group.RootChild.PhysActor);
                group.RootChild.PhysActor = null;
            }

            group.RootChild.AttachedPos  = attachPos;
            group.RootChild.IsAttachment = true;
            group.AbsolutePosition       = attachPos;

            group.RootChild.SetParentLocalId(presence.LocalId);
            group.SetAttachmentPoint(Convert.ToByte(AttachmentPt));

            // Killing it here will cause the client to deselect it
            // It then reappears on the avatar, deselected
            // through the full update below
            if (group.IsSelected)
            {
                foreach (ISceneChildEntity part in group.ChildrenEntities())
                {
                    part.CreateSelected = true;
                }
            }

            //NOTE: This MUST be here, otherwise we limit full updates during attachments when they are selected and it will block the first update.
            // So until that is changed, this MUST stay. The client will instantly reselect it, so this value doesn't stay borked for long.
            group.IsSelected = false;

            if (!isTempAttach)
            {
                if (itemID == UUID.Zero)
                {
                    //Delete the object inworld to inventory

                    List <ISceneEntity> groups = new List <ISceneEntity>(1)
                    {
                        group
                    };

                    IInventoryAccessModule inventoryAccess = m_scene.RequestModuleInterface <IInventoryAccessModule>();
                    if (inventoryAccess != null)
                    {
                        inventoryAccess.DeleteToInventory(DeRezAction.AcquireToUserInventory, UUID.Zero,
                                                          groups, remoteClient.AgentId, out itemID);
                    }
                }
                else
                {
                    //it came from an item, we need to start the scripts

                    // Fire after attach, so we don't get messy perms dialogs.
                    group.CreateScriptInstances(0, true, StateSource.AttachedRez, UUID.Zero, false);
                }

                if (UUID.Zero == itemID)
                {
                    MainConsole.Instance.Error(
                        "[ATTACHMENTS MODULE]: Unable to save attachment. Error inventory item ID.");
                    remoteClient.SendAgentAlertMessage(
                        "Unable to save attachment. Error inventory item ID.", false);
                    return;
                }

                // XXYY!!
                if (assetID == UUID.Zero)
                {
                    assetID = m_scene.InventoryService.GetItemAssetID(remoteClient.AgentId, itemID);
                    //Update the ItemID with the new item
                    group.SetFromItemID(itemID, assetID);
                }
            }
            else
            {
                // Fire after attach, so we don't get messy perms dialogs.
                group.CreateScriptInstances(0, true, StateSource.AttachedRez, UUID.Zero, false);
                group.RootChild.FromUserInventoryItemID = UUID.Zero;
            }

            AvatarAttachments attPlugin = presence.RequestModuleInterface <AvatarAttachments>();

            if (attPlugin != null)
            {
                attPlugin.AddAttachment(group);
                presence.SetAttachments(attPlugin.Get());
                if (!isTempAttach)
                {
                    IAvatarAppearanceModule appearance = presence.RequestModuleInterface <IAvatarAppearanceModule>();

                    appearance.Appearance.SetAttachments(attPlugin.Get());
                    AvatarFactory.QueueAppearanceSave(remoteClient.AgentId);
                }
            }


            // In case it is later dropped again, don't let
            // it get cleaned up
            group.RootChild.RemFlag(PrimFlags.TemporaryOnRez);
            group.HasGroupChanged = changedPositionPoint || forceUpdatePrim;
            //Now recreate it so that it is selected
            group.ScheduleGroupUpdate(PrimUpdateFlags.ForcedFullUpdate);

            m_scene.EventManager.TriggerOnAttach(localID, group.RootChild.FromUserInventoryItemID, remoteClient.AgentId);
        }
        private void SelectObject(ISceneEntity obj, bool IsNowSelected)
        {
            if (obj.IsAttachment)
                return;
            if (((obj.RootChild.Flags & PrimFlags.TemporaryOnRez) != 0))
                return;

            Vector3 pos = obj.AbsolutePosition;
            ILandObject landObject = m_Scene.RequestModuleInterface<IParcelManagementModule>().GetLandObject(pos.X,
                                                                                                             pos.Y);
            LandData landData = landObject.LandData;

            ParcelCounts parcelCounts;
            if (m_ParcelCounts.TryGetValue(landData.GlobalID, out parcelCounts))
            {
                int partCount = obj.ChildrenEntities().Count;
                if (IsNowSelected)
                    parcelCounts.Selected += partCount;
                else
                    parcelCounts.Selected -= partCount;
            }
        }
Beispiel #21
0
        public ISceneEntity RezSingleAttachmentFromInventory(
            IClientAPI remoteClient, UUID itemID, UUID assetID, int AttachmentPt, bool updateUUIDs)
        {
            MainConsole.Instance.DebugFormat(
                "[ATTACHMENTS MODULE]: Rezzing attachment to point {0} from item {1} for {2}",
                (AttachmentPoint)AttachmentPt, itemID, remoteClient.Name);
            IInventoryAccessModule invAccess = m_scene.RequestModuleInterface <IInventoryAccessModule>();

            if (invAccess != null)
            {
                InventoryItemBase item   = null;
                ISceneEntity      objatt = assetID == UUID.Zero
                                          ? invAccess.CreateObjectFromInventory(remoteClient,
                                                                                itemID, out item)
                                          : invAccess.CreateObjectFromInventory(remoteClient, itemID, assetID, null);

                if (objatt != null)
                {
                    #region Set up object for attachment status

                    if (item != null)
                    {
                        assetID = item.AssetID;

                        // Since renaming the item in the inventory does not affect the name stored
                        // in the serialization, transfer the correct name from the inventory to the
                        // object itself before we rez.
                        objatt.RootChild.Name        = item.Name;
                        objatt.RootChild.Description = item.Description;
                    }

                    objatt.RootChild.Flags       |= PrimFlags.Phantom;
                    objatt.RootChild.IsAttachment = true;
                    objatt.SetFromItemID(itemID, assetID);

                    List <ISceneChildEntity> partList = new List <ISceneChildEntity>(objatt.ChildrenEntities());

                    foreach (ISceneChildEntity part in partList)
                    {
                        part.AttachedAvatar = remoteClient.AgentId;
                    }

                    objatt.SetGroup(remoteClient.ActiveGroupId, remoteClient.AgentId, false);
                    if (objatt.RootChild.OwnerID != remoteClient.AgentId)
                    {
                        //Need to kill the for sale here
                        objatt.RootChild.ObjectSaleType = 0;
                        objatt.RootChild.SalePrice      = 10;

                        if (m_scene.Permissions.PropagatePermissions())
                        {
                            if (item == null)
                            {
                                item = m_scene.InventoryService.GetItem(remoteClient.AgentId, itemID);
                            }
                            if (item == null)
                            {
                                return(null);
                            }
                            if ((item.CurrentPermissions & 8) != 0)
                            {
                                foreach (ISceneChildEntity part in partList)
                                {
                                    part.EveryoneMask  = item.EveryOnePermissions;
                                    part.NextOwnerMask = item.NextPermissions;
                                    part.GroupMask     = 0; // DO NOT propagate here
                                }
                            }

                            objatt.ApplyNextOwnerPermissions();
                        }
                    }

                    foreach (ISceneChildEntity part in partList)
                    {
                        if (part.OwnerID != remoteClient.AgentId)
                        {
                            part.LastOwnerID = part.OwnerID;
                            part.OwnerID     = remoteClient.AgentId;
                            part.Inventory.ChangeInventoryOwner(remoteClient.AgentId);
                        }
                    }
                    objatt.RootChild.TrimPermissions();
                    objatt.RootChild.IsAttachment = true;
                    objatt.IsDeleted = false;

                    //Update the ItemID with the new item
                    objatt.SetFromItemID(itemID, assetID);

                    //We also have to reset the IDs so that it doesn't have the same IDs as one inworld (possibly)!
                    ISceneEntity[] atts = GetAttachmentsForAvatar(remoteClient.AgentId);
                    foreach (var obj in atts)
                    {
                        if (obj.UUID == objatt.UUID)
                        {
                            updateUUIDs = false; //If the user is already wearing it, don't readd
                        }
                    }
                    bool forceUpdateOnNextDeattach = false;
                    try
                    {
                        bool foundDuplicate = false;
                        foreach (var obj in atts)
                        {
                            if (obj.RootChild.FromUserInventoryItemID == objatt.RootChild.FromUserInventoryItemID)
                            {
                                foundDuplicate = true;
                            }
                        }
                        IEntity e;
                        if (!m_scene.SceneGraph.TryGetEntity(objatt.UUID, out e)) //if (updateUUIDs)
                        {
                            foreach (var prim in objatt.ChildrenEntities())
                            {
                                prim.LocalId = 0;
                            }
                            bool success = m_scene.SceneGraph.RestorePrimToScene(objatt, false);
                            if (!success)
                            {
                                MainConsole.Instance.Error("[AttachmentModule]: Failed to add attachment " + objatt.Name +
                                                           " for user " + remoteClient.Name + "!");
                                return(null);
                            }
                        }
                        else
                        {
                            if (!foundDuplicate)
                            {
                                //If the user has information stored about this object, we need to force updating next time
                                if (m_scene.SceneGraph.AddPrimToScene(objatt))
                                {
                                    forceUpdateOnNextDeattach = true;
                                }
                            }
                            else
                            {
                                if (e as ISceneEntity != null)
                                {
                                    (e as ISceneEntity).ScheduleGroupUpdate(PrimUpdateFlags.ForcedFullUpdate);
                                }

                                return(e as ISceneEntity);  //It was already added
                            }
                        }
                    }
                    catch
                    {
                    }

                    //If we updated the attachment, we need to save the change
                    IScenePresence presence = m_scene.GetScenePresence(remoteClient.AgentId);
                    if (presence != null)
                    {
                        FindAttachmentPoint(remoteClient, objatt.LocalId, objatt, AttachmentPt, assetID,
                                            forceUpdateOnNextDeattach, false);
                    }
                    else
                    {
                        objatt = null; //Presence left, kill the attachment
                    }
                    #endregion
                }
                else
                {
                    MainConsole.Instance.WarnFormat(
                        "[ATTACHMENTS MODULE]: Could not retrieve item {0} for attaching to avatar {1} at point {2}",
                        itemID, remoteClient.Name, AttachmentPt);
                }

                return(objatt);
            }

            return(null);
        }
        private void CacheCreators(ISceneEntity sog)
        {
            //MainConsole.Instance.DebugFormat("[USER MANAGEMENT MODULE]: processing {0} {1}; {2}", sog.RootPart.Name, sog.RootPart.CreatorData, sog.RootPart.CreatorIdentification);
            AddUser (sog.RootChild.CreatorID, sog.RootChild.CreatorData);

            foreach (ISceneChildEntity sop in sog.ChildrenEntities())
            {
                AddUser (sop.CreatorID, sop.CreatorData);
                foreach (TaskInventoryItem item in sop.TaskInventory.Values)
                    AddUser (item.CreatorID, item.CreatorData);
            }
        }
        public void StoreObject(ISceneEntity obj, UUID regionUUID)
        {
            uint flags = obj.RootChild.GetEffectiveObjectFlags ();

            // Eligibility check
            //
            if ((flags & (uint)PrimFlags.Temporary) != 0)
                return;
            if ((flags & (uint)PrimFlags.TemporaryOnRez) != 0)
                return;

            foreach (ISceneChildEntity prim in obj.ChildrenEntities ())
            {
                GD.Replace (m_primsRealm, new string[] {
                                "UUID", "CreationDate",
                                "Name", "Text", "Description",
                                "SitName", "TouchName", "ObjectFlags",
                                "OwnerMask", "NextOwnerMask", "GroupMask",
                                "EveryoneMask", "BaseMask", "PositionX",
                                "PositionY", "PositionZ", "GroupPositionX",
                                "GroupPositionY", "GroupPositionZ", "VelocityX",
                                "VelocityY", "VelocityZ", "AngularVelocityX",
                                "AngularVelocityY", "AngularVelocityZ",
                                "AccelerationX", "AccelerationY",
                                "AccelerationZ", "RotationX",
                                "RotationY", "RotationZ",
                                "RotationW", "SitTargetOffsetX",
                                "SitTargetOffsetY", "SitTargetOffsetZ",
                                "SitTargetOrientW", "SitTargetOrientX",
                                "SitTargetOrientY", "SitTargetOrientZ",
                                "RegionUUID", "CreatorID",
                                "OwnerID", "GroupID",
                                "LastOwnerID", "SceneGroupID",
                                "PayPrice", "PayButton1",
                                "PayButton2", "PayButton3",
                                "PayButton4", "LoopedSound",
                                "LoopedSoundGain", "TextureAnimation",
                                "OmegaX", "OmegaY", "OmegaZ",
                                "CameraEyeOffsetX", "CameraEyeOffsetY",
                                "CameraEyeOffsetZ", "CameraAtOffsetX",
                                "CameraAtOffsetY", "CameraAtOffsetZ",
                                "ForceMouselook", "ScriptAccessPin",
                                "AllowedDrop", "DieAtEdge",
                                "SalePrice", "SaleType",
                                "ColorR", "ColorG", "ColorB", "ColorA",
                                "ParticleSystem", "ClickAction", "Material",
                                "CollisionSound", "CollisionSoundVolume",
                                "PassTouches",
                                "LinkNumber", "MediaURL", "Generic" }, new object[]
                                {
                                    prim.UUID.ToString(),
                                    prim.CreationDate,
                                    prim.Name,
                                    prim.Text, prim.Description, 
                                    prim.SitName, prim.TouchName, (uint)prim.Flags, prim.OwnerMask, prim.NextOwnerMask, prim.GroupMask,
                                    prim.EveryoneMask, prim.BaseMask, (double)prim.AbsolutePosition.X, (double)prim.AbsolutePosition.Y, (double)prim.AbsolutePosition.Z,
                                    (double)prim.GroupPosition.X, (double)prim.GroupPosition.Y, (double)prim.GroupPosition.Z, (double)prim.Velocity.X, (double)prim.Velocity.Y,
                                     (double)prim.Velocity.Z, (double)prim.AngularVelocity.X, (double)prim.AngularVelocity.Y, (double)prim.AngularVelocity.Z, (double)prim.Acceleration.X,
                                     (double)prim.Acceleration.Y, (double)prim.Acceleration.Z, (double)prim.Rotation.X, (double)prim.Rotation.Y, (double)prim.Rotation.Z, (double)prim.Rotation.W,
                                     (double)prim.SitTargetPosition.X, (double)prim.SitTargetPosition.Y, (double)prim.SitTargetPosition.Z, (double)prim.SitTargetOrientation.W,
                                     (double)prim.SitTargetOrientation.X, (double)prim.SitTargetOrientation.Y, (double)prim.SitTargetOrientation.Z, regionUUID, prim.CreatorID, prim.OwnerID,
                                     prim.GroupID, prim.LastOwnerID, obj.UUID, prim.PayPrice[0], prim.PayPrice[1], prim.PayPrice[2], prim.PayPrice[3], prim.PayPrice[4],
                                     ((prim.SoundFlags & 1) == 1) ? prim.Sound : UUID.Zero, ((prim.SoundFlags & 1) == 1) ? prim.SoundGain : 0, prim.TextureAnimation, (double)prim.AngularVelocity.X,
                                     (double)prim.AngularVelocity.Y, (double)prim.AngularVelocity.Z, (double)prim.CameraEyeOffset.X, (double)prim.CameraEyeOffset.Y, (double)prim.CameraEyeOffset.Z,
                                     (double)prim.CameraEyeOffset.X,  (double)prim.CameraEyeOffset.Y,  (double)prim.CameraEyeOffset.Z, prim.ForceMouselook ? 1 : 0, prim.ScriptAccessPin,
                                     prim.AllowedDrop ? 1 : 0, prim.DIE_AT_EDGE ? 1 : 0, prim.SalePrice, unchecked((sbyte)(prim.ObjectSaleType)), prim.Color.R, prim.Color.G, prim.Color.B,
                                     prim.Color.A, prim.ParticleSystem, unchecked((sbyte)(prim.ClickAction)), unchecked((sbyte)(prim.Material)), prim.CollisionSound, prim.CollisionSoundVolume,
                                     prim.PassTouch, prim.LinkNum, prim.MediaUrl, prim.GenericData
                                });

                GD.Replace (m_primShapesRealm, new string[] {
                                "UUID", "Shape", "ScaleX", "ScaleY",
                                "ScaleZ", "PCode", "PathBegin", "PathEnd",
                                "PathScaleX", "PathScaleY", "PathShearX",
                                "PathShearY", "PathSkew", "PathCurve",
                                "PathRadiusOffset", "PathRevolutions",
                                "PathTaperX", "PathTaperY", "PathTwist",
                                "PathTwistBegin", "ProfileBegin", "ProfileEnd",
                                "ProfileCurve", "ProfileHollow", "Texture",
                                "ExtraParams", "State", "Media" },
                        new object[] {
                                    prim.UUID, 0, (double)prim.Shape.Scale.X, (double)prim.Shape.Scale.Y, (double)prim.Shape.Scale.Z,
                                    prim.Shape.PCode, prim.Shape.PathBegin, prim.Shape.PathEnd, prim.Shape.PathScaleX, prim.Shape.PathScaleY,
                                    prim.Shape.PathShearX, prim.Shape.PathShearY, prim.Shape.PathSkew, prim.Shape.PathCurve, prim.Shape.PathRadiusOffset,
                                    prim.Shape.PathRevolutions, prim.Shape.PathTaperX, prim.Shape.PathTaperY, prim.Shape.PathTwist, prim.Shape.PathTwistBegin,
                                    prim.Shape.ProfileBegin, prim.Shape.ProfileEnd, prim.Shape.ProfileCurve, prim.Shape.ProfileHollow, prim.Shape.TextureEntry, 
                                    prim.Shape.ExtraParams, prim.Shape.State, null == prim.Shape.Media ? null : prim.Shape.Media.ToXml()
                                });
            }
        }
Beispiel #24
0
        // NOTE: Call under Taint Lock
        private void RemoveObject(ISceneEntity obj)
        {
            if (obj.IsAttachment)
            {
                return;
            }
            if (((obj.RootChild.Flags & PrimFlags.TemporaryOnRez) != 0))
            {
                return;
            }

            Vector3     pos        = obj.AbsolutePosition;
            ILandObject landObject = m_Scene.RequestModuleInterface <IParcelManagementModule>().GetLandObject(pos.X,
                                                                                                              pos.Y);

            if (landObject == null)
            {
                landObject = m_Scene.RequestModuleInterface <IParcelManagementModule>().GetNearestAllowedParcel(
                    UUID.Zero, pos.X, pos.Y);
            }

            if (landObject == null)
            {
                return;
            }
            LandData landData = landObject.LandData;

            ParcelCounts parcelCounts;

            if (m_ParcelCounts.TryGetValue(landData.GlobalID, out parcelCounts))
            {
                UUID landOwner = landData.OwnerID;

                foreach (ISceneChildEntity child in obj.ChildrenEntities())
                {
                    if (!parcelCounts.Objects.ContainsKey(child.UUID))
                    {
                        //Well... now what?
                    }
                    else
                    {
                        parcelCounts.Objects.Remove(child.UUID);
                        if (m_SimwideCounts.ContainsKey(landOwner))
                        {
                            m_SimwideCounts[landOwner] -= 1;
                        }
                        if (parcelCounts.Users.ContainsKey(obj.OwnerID))
                        {
                            parcelCounts.Users[obj.OwnerID] -= 1;
                        }

                        if (landData.IsGroupOwned)
                        {
                            if (obj.OwnerID == landData.GroupID)
                            {
                                parcelCounts.Owner -= 1;
                            }
                            else if (obj.GroupID == landData.GroupID)
                            {
                                parcelCounts.Group -= 1;
                            }
                            else
                            {
                                parcelCounts.Others -= 1;
                            }
                        }
                        else
                        {
                            if (obj.OwnerID == landData.OwnerID)
                            {
                                parcelCounts.Owner -= 1;
                            }
                            else if (obj.GroupID == landData.GroupID)
                            {
                                parcelCounts.Group -= 1;
                            }
                            else
                            {
                                parcelCounts.Others -= 1;
                            }
                        }
                    }
                }
            }
        }
        private void DetachSingleAttachmentGroupToInventoryInternal (UUID itemID, IClientAPI remoteClient, bool fireEvent, ISceneEntity group)
        {
            if (fireEvent)
            {
                m_scene.EventManager.TriggerOnAttach (group.LocalId, itemID, UUID.Zero);

                group.DetachToInventoryPrep ();
            }

            IScenePresence presence = m_scene.GetScenePresence (remoteClient.AgentId);
            if (presence != null)
            {
                AvatarAttachments attModule = presence.RequestModuleInterface<AvatarAttachments> ();
                if (attModule != null)
                    attModule.RemoveAttachment (group);
                presence.RemoveAttachment (group);
            }

            m_log.Debug ("[ATTACHMENTS MODULE]: Saving attachpoint: " + ((uint)group.GetAttachmentPoint ()).ToString ());

            //Update the saved attach points
            if (group.RootChild.AttachedPos != group.RootChild.SavedAttachedPos ||
                group.RootChild.SavedAttachmentPoint != group.RootChild.AttachmentPoint)
            {
                group.RootChild.SavedAttachedPos = group.RootChild.AttachedPos;
                group.RootChild.SavedAttachmentPoint = group.RootChild.AttachmentPoint;
                //Make sure we get updated
                group.HasGroupChanged = true;
            }

            // If an item contains scripts, it's always changed.
            // This ensures script state is saved on detach
            foreach (ISceneChildEntity p in group.ChildrenEntities ())
            {
                if (p.Inventory.ContainsScripts ())
                {
                    group.HasGroupChanged = true;
                    break;
                }
            }

            UpdateKnownItem (remoteClient, group, group.RootChild.FromUserInventoryItemID, group.OwnerID);
        }
Beispiel #26
0
            /// <summary>
            /// Synchronously delete the given object from the scene.
            /// </summary>
            /// <param name="group">Object Id</param>
            /// <param name="DeleteScripts">Remove the scripts from the ScriptEngine as well</param>
            /// <param name="removeFromDatabase">Remove from the database?</param>
            protected bool DeleteSceneObject(ISceneEntity group, bool DeleteScripts, bool removeFromDatabase)
            {
                //m_log.DebugFormat("[Backup]: Deleting scene object {0} {1}", group.Name, group.UUID);

                lock (group.SitTargetAvatar)
                {
                    if (group.SitTargetAvatar.Count != 0)
                    {
                        UUID[] ids = new UUID[group.SitTargetAvatar.Count];
                        group.SitTargetAvatar.CopyTo(ids);
                        foreach (UUID avID in ids)
                        {
                            //Don't screw up avatar's that are sitting on us!
                            IScenePresence SP = m_scene.GetScenePresence(avID);
                            if (SP != null)
                                SP.StandUp();
                        }
                    }
                }

                // Serialise calls to RemoveScriptInstances to avoid
                // deadlocking on m_parts inside SceneObjectGroup
                if (DeleteScripts)
                {
                    group.RemoveScriptInstances(true);
                }

                foreach (ISceneChildEntity part in group.ChildrenEntities())
                {
                    IScriptControllerModule m = m_scene.RequestModuleInterface<IScriptControllerModule>();
                    if(m != null)
                        m.RemoveAllScriptControllers(part);
                    if (part.PhysActor != null)
                    {
                        //Remove us from the physics sim
                        m_scene.PhysicsScene.RemovePrim(part.PhysActor);
                        //We MUST leave this to the PhysicsScene or it will hate us forever!
                        //part.PhysActor = null;
                    }
                }

                m_scene.SimulationDataService.Tainted ();
                if (m_scene.SceneGraph.DeleteEntity(group))
                {
                    // We need to keep track of this state in case this group is still queued for backup.
                    group.IsDeleted = true;
                    //Clear the update schedule HERE so that IsDeleted will not have to fire as well

                    foreach (ISceneChildEntity part in group.ChildrenEntities ())
                    {
                        //Make sure it isn't going to be updated again
                        part.ClearUpdateSchedule ();
                    }
                    m_scene.EventManager.TriggerObjectBeingRemovedFromScene(group);
                    return true;
                }

                //m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID);
                return false;
            }
        /// <summary>
        ///     Gather all the asset uuids associated with a given object.
        /// </summary>
        /// This includes both those directly associated with
        /// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained
        /// within this object).
        /// <param name="sceneObject">The scene object for which to gather assets</param>
        /// <param name="assetUuids">The assets gathered</param>
        public void GatherAssetUuids (ISceneEntity sceneObject, IDictionary<UUID, AssetType> assetUuids)
        {
            //MainConsole.Instance.DebugFormat("[Asset Gatherer]: Getting assets for object {0}, {1}", sceneObject.Name, sceneObject.UUID);

            ISceneChildEntity [] parts = sceneObject.ChildrenEntities ().ToArray ();
            foreach (ISceneChildEntity part in parts) {
                //MainConsole.Instance.DebugFormat("[Archiver]: Getting part {0}, {1} for object {2}", part.Name, part.UUID, sceneObject.UUID);

                try {
                    Primitive.TextureEntry textureEntry = part.Shape.Textures;
                    if (textureEntry != null) {
                        // Get the prim's default texture.  This will be used for faces which don't have their own texture
                        if (textureEntry.DefaultTexture != null)
                            assetUuids [textureEntry.DefaultTexture.TextureID] = AssetType.Texture;

                        if (textureEntry.FaceTextures != null)
                        {
                            // Loop through the rest of the texture faces (a non-null face means the face is different from DefaultTexture)
                            foreach (
                                Primitive.TextureEntryFace texture in textureEntry.FaceTextures.Where (texture => texture != null)) {
                                assetUuids [texture.TextureID] = AssetType.Texture;
                            }
                        }
                    }

                    // If the prim is a sculpt then preserve this information too
                    if (part.Shape.SculptTexture != UUID.Zero)
                        assetUuids [part.Shape.SculptTexture] = AssetType.Texture;

                    TaskInventoryDictionary taskDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone ();

                    // Now analyze this prim's inventory items to preserve all the uuids that they reference
                    foreach (
                        TaskInventoryItem tii in taskDictionary.Values.Where (tii => !assetUuids.ContainsKey (tii.AssetID))) {
                        if (!assetUuids.ContainsKey (tii.AssetID))
                            GatherAssetUuids (tii.AssetID, (AssetType)tii.Type, assetUuids);
                    }

                    GatherMaterialsUuids (part, assetUuids);
                } catch (Exception e) {
                    MainConsole.Instance.ErrorFormat ("[UUID Gatherer]: Failed to get part - {0}", e);
                    MainConsole.Instance.DebugFormat ("[UUID Gatherer]: Texture entry length for prim was {0} (min is 46)", part.Shape.TextureEntry.Length);
                }
            }
        }
        // NOTE: Call under Taint Lock
        private void RemoveObject(ISceneEntity obj)
        {
            if (obj.IsAttachment)
                return;
            if (((obj.RootChild.Flags & PrimFlags.TemporaryOnRez) != 0))
                return;

            IParcelManagementModule parcelManagment = m_Scene.RequestModuleInterface<IParcelManagementModule>();
            Vector3 pos = obj.AbsolutePosition;
            ILandObject landObject = parcelManagment.GetLandObject(pos.X, pos.Y) ??
                                     parcelManagment.GetNearestAllowedParcel(UUID.Zero, pos.X, pos.Y);
            if (landObject == null) return;
            LandData landData = landObject.LandData;
            ParcelCounts parcelCounts;
            if (m_ParcelCounts.TryGetValue(landData.GlobalID, out parcelCounts))
            {
                UUID landOwner = landData.OwnerID;

                foreach (ISceneChildEntity child in obj.ChildrenEntities())
                {
                    bool foundit = false;
                    if (!parcelCounts.Objects.ContainsKey(child.UUID))
                    {
                        //was not found, lets look through all the parcels
                        foreach (ILandObject parcel in parcelManagment.AllParcels())
                        {
                            landData = parcel.LandData;
                            if (!m_ParcelCounts.TryGetValue(landData.GlobalID, out parcelCounts)) continue;
                            landOwner = landData.OwnerID;
                            if (!parcelCounts.Objects.ContainsKey(child.UUID)) continue;
                            foundit = true;
                            break;
                        }
                    }
                    else
                        foundit = true;
                    if (!foundit) continue;
                    parcelCounts.Objects.Remove(child.UUID);
                    if (m_SimwideCounts.ContainsKey(landOwner))
                        m_SimwideCounts[landOwner] -= 1;
                    if (parcelCounts.Users.ContainsKey(obj.OwnerID))
                        parcelCounts.Users[obj.OwnerID] -= 1;

                    if (landData.IsGroupOwned)
                    {
                        if (obj.OwnerID == landData.GroupID)
                            parcelCounts.Owner -= 1;
                        else if (obj.GroupID == landData.GroupID)
                            parcelCounts.Group -= 1;
                        else
                            parcelCounts.Others -= 1;
                    }
                    else
                    {
                        if (obj.OwnerID == landData.OwnerID)
                            parcelCounts.Owner -= 1;
                        else if (obj.GroupID == landData.GroupID)
                            parcelCounts.Group -= 1;
                        else
                            parcelCounts.Others -= 1;
                    }
                }
            }
        }
Beispiel #29
0
 public bool LinkPartToSOG(ISceneEntity grp, ISceneChildEntity part, int linkNum)
 {
     part.SetParentLocalId(grp.RootChild.LocalId);
     part.SetParent(grp);
     // Insert in terms of link numbers, the new links
     // before the current ones (with the exception of 
     // the root prim. Shuffle the old ones up
     foreach (ISceneChildEntity otherPart in grp.ChildrenEntities())
     {
         if (otherPart.LinkNum >= linkNum)
         {
             // Don't update root prim link number
             otherPart.LinkNum += 1;
         }
     }
     part.LinkNum = linkNum;
     return LinkPartToEntity(grp, part);
 }
Beispiel #30
0
        public RegionData LoadBackup(string file)
        {
            if (!File.Exists(file))
            {
                return(null);
            }

            var stream = ArchiveHelpers.GetStream(file);

            if (stream == null)
            {
                return(null);
            }

            GZipStream       m_loadStream  = new GZipStream(stream, CompressionMode.Decompress);
            TarArchiveReader reader        = new TarArchiveReader(m_loadStream);
            List <uint>      foundLocalIDs = new List <uint>();
            RegionData       regiondata    = new RegionData();

            regiondata.Init();

            byte[] data;
            string filePath;

            TarArchiveReader.TarEntryType entryType;
            System.Collections.Concurrent.ConcurrentQueue <byte[]> groups =
                new System.Collections.Concurrent.ConcurrentQueue <byte[]>();
            //Load the archive data that we need
            while ((data = reader.ReadEntry(out filePath, out entryType)) != null)
            {
                if (TarArchiveReader.TarEntryType.TYPE_DIRECTORY == entryType)
                {
                    continue;
                }

                if (filePath.StartsWith("parcels/"))
                {
                    //Only use if we are not merging
                    LandData parcel     = new LandData();
                    OSD      parcelData = OSDParser.DeserializeLLSDBinary(data);
                    parcel.FromOSD((OSDMap)parcelData);
                    if (parcel.OwnerID != UUID.Parse("05948863-b678-433e-87a4-e44d17678d1d"))
                    {
                        //The default owner of the 'default' region
                        regiondata.Parcels.Add(parcel);
                    }
                }
                else if (filePath.StartsWith("newstyleterrain/"))
                {
                    regiondata.Terrain = data;
                }
                else if (filePath.StartsWith("newstylerevertterrain/"))
                {
                    regiondata.RevertTerrain = data;
                }
                else if (filePath.StartsWith("newstylewater/"))
                {
                    regiondata.Water = data;
                }
                else if (filePath.StartsWith("newstylerevertwater/"))
                {
                    regiondata.RevertWater = data;
                }
                else if (filePath.StartsWith("entities/"))
                {
                    groups.Enqueue(data);
                }
                else if (filePath.StartsWith("regioninfo/"))
                {
                    RegionInfo info = new RegionInfo();
                    info.FromOSD((OSDMap)OSDParser.DeserializeLLSDBinary(data));
                    regiondata.RegionInfo = info;
                }
                data = null;
            }
            m_loadStream.Close();
            m_loadStream = null;

            int threadCount = groups.Count > 16 ? 16 : groups.Count;

            System.Threading.Thread[] threads = new System.Threading.Thread[threadCount];
            for (int i = 0; i < threadCount; i++)
            {
                threads[i] = new System.Threading.Thread(() =>
                {
                    byte[] groupData;
                    while (groups.TryDequeue(out groupData))
                    {
                        MemoryStream ms          = new MemoryStream(groupData);
                        ISceneEntity sceneObject =
                            SceneEntitySerializer.SceneObjectSerializer
                            .FromXml2Format(ref ms,
                                            null);
                        ms.Close();
                        ms   = null;
                        data = null;
                        if (sceneObject != null)
                        {
                            foreach (
                                ISceneChildEntity part in
                                sceneObject.ChildrenEntities())
                            {
                                lock (foundLocalIDs)
                                {
                                    if (
                                        !foundLocalIDs.Contains(
                                            part.LocalId))
                                    {
                                        foundLocalIDs.Add(part.LocalId);
                                    }
                                    else
                                    {
                                        part.LocalId = 0;
                                    }
                                    //Reset it! Only use it once!
                                }
                            }
                            regiondata.Groups.Add(
                                sceneObject as SceneObjectGroup);
                        }
                    }
                });
                threads[i].Start();
            }
            for (int i = 0; i < threadCount; i++)
            {
                threads[i].Join();
            }

            foundLocalIDs.Clear();

            return(regiondata);
        }
        // NOTE: Call under Taint Lock
        private void RemoveObject(ISceneEntity obj)
        {
            if (obj.IsAttachment)
                return;
            if (((obj.RootChild.Flags & PrimFlags.TemporaryOnRez) != 0))
                return;

            Vector3 pos = obj.AbsolutePosition;
            ILandObject landObject = m_Scene.RequestModuleInterface<IParcelManagementModule>().GetLandObject(pos.X, pos.Y);
            if (landObject == null)
                landObject = m_Scene.RequestModuleInterface<IParcelManagementModule>().GetNearestAllowedParcel(UUID.Zero, pos.X, pos.Y);
            
            if (landObject == null)
                return;
            LandData landData = landObject.LandData;

            ParcelCounts parcelCounts;
            if (m_ParcelCounts.TryGetValue(landData.GlobalID, out parcelCounts))
            {
                UUID landOwner = landData.OwnerID;

                foreach (ISceneChildEntity child in obj.ChildrenEntities())
                {
                    if (!parcelCounts.Objects.ContainsKey(child.UUID))
                    {
                        //Well... now what?
                    }
                    else
                    {
                        parcelCounts.Objects.Remove(child.UUID);
                        if (m_SimwideCounts.ContainsKey(landOwner))
                            m_SimwideCounts[landOwner] -= 1;
                        if (parcelCounts.Users.ContainsKey(obj.OwnerID))
                            parcelCounts.Users[obj.OwnerID] -= 1;

                        if (landData.IsGroupOwned)
                        {
                            if (obj.OwnerID == landData.GroupID)
                                parcelCounts.Owner -= 1;
                            else if (obj.GroupID == landData.GroupID)
                                parcelCounts.Group -= 1;
                            else
                                parcelCounts.Others -= 1;
                        }
                        else
                        {
                            if (obj.OwnerID == landData.OwnerID)
                                parcelCounts.Owner -= 1;
                            else if (obj.GroupID == landData.GroupID)
                                parcelCounts.Group -= 1;
                            else
                                parcelCounts.Others -= 1;
                        }
                    }
                }
            }
        }
Beispiel #32
0
        /// <summary>
        /// Add the Entity to the Scene and back it up, but do NOT reset its ID's
        /// </summary>
        /// <param name="entity"></param>
        /// <returns></returns>
        public bool RestorePrimToScene(ISceneEntity entity)
        {
            List<ISceneChildEntity> children = entity.ChildrenEntities ();
            //Sort so that we rebuild in the same order and the root being first
            children.Sort(LinkSetSorter);

            entity.ClearChildren();

            foreach (ISceneChildEntity child in children)
            {
                if (((SceneObjectPart)child).PhysActor != null)
                    ((SceneObjectPart)child).PhysActor.LocalID = child.LocalId;
                if (child.LocalId == 0)
                    child.LocalId = AllocateLocalId();
                entity.AddChild(child, child.LinkNum);
            }
            //Tell the entity that they are being added to a scene
            entity.AttachToScene(m_parentScene);
            //Now save the entity that we have 
            return AddEntity(entity, false);
        }
Beispiel #33
0
        public bool BuyObject(IClientAPI remoteClient, UUID categoryID, uint localID, byte saleType, int salePrice)
        {
            ISceneChildEntity part = m_scene.GetSceneObjectPart(localID);

            if (part == null)
            {
                return(false);
            }

            if (part.ParentEntity == null)
            {
                return(false);
            }

            ISceneEntity       group           = part.ParentEntity;
            ILLClientInventory inventoryModule = m_scene.RequestModuleInterface <ILLClientInventory>();

            switch (saleType)
            {
            case 1:     // Sell as original (in-place sale)
                uint effectivePerms = group.GetEffectivePermissions();

                if ((effectivePerms & (uint)PermissionMask.Transfer) == 0)
                {
                    if (m_dialogModule != null)
                    {
                        m_dialogModule.SendAlertToUser(remoteClient, "This item doesn't appear to be for sale");
                    }
                    return(false);
                }

                group.SetOwnerId(remoteClient.AgentId);
                group.SetRootPartOwner(part, remoteClient.AgentId, remoteClient.ActiveGroupId);

                if (m_scene.Permissions.PropagatePermissions())
                {
                    foreach (ISceneChildEntity child in group.ChildrenEntities())
                    {
                        child.Inventory.ChangeInventoryOwner(remoteClient.AgentId);
                        child.TriggerScriptChangedEvent(Changed.OWNER);
                        child.ApplyNextOwnerPermissions();
                    }
                }

                part.ObjectSaleType = 0;
                part.SalePrice      = 10;

                group.HasGroupChanged = true;
                part.GetProperties(remoteClient);
                part.TriggerScriptChangedEvent(Changed.OWNER);
                group.ResumeScripts();
                part.ScheduleUpdate(PrimUpdateFlags.ForcedFullUpdate);

                break;

            case 2:     // Sell a copy
                Vector3 inventoryStoredPosition = new Vector3
                                                      (((group.AbsolutePosition.X > m_scene.RegionInfo.RegionSizeX)
                              ? m_scene.RegionInfo.RegionSizeX - 1
                              : group.AbsolutePosition.X)
                                                      ,
                                                      (group.AbsolutePosition.X > m_scene.RegionInfo.RegionSizeY)
                             ? m_scene.RegionInfo.RegionSizeY - 1
                             : group.AbsolutePosition.X,
                                                      group.AbsolutePosition.Z);

                Vector3 originalPosition = group.AbsolutePosition;

                group.AbsolutePosition = inventoryStoredPosition;

                string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat((SceneObjectGroup)group);
                group.AbsolutePosition = originalPosition;

                uint perms = group.GetEffectivePermissions();

                if ((perms & (uint)PermissionMask.Transfer) == 0)
                {
                    if (m_dialogModule != null)
                    {
                        m_dialogModule.SendAlertToUser(remoteClient, "This item doesn't appear to be for sale");
                    }
                    return(false);
                }

                AssetBase asset = new AssetBase(UUID.Random(), part.Name,
                                                AssetType.Object, group.OwnerID)
                {
                    Description = part.Description, Data = Utils.StringToBytes(sceneObjectXml)
                };
                asset.ID = m_scene.AssetService.Store(asset);

                InventoryItemBase item = new InventoryItemBase
                {
                    CreatorId   = part.CreatorID.ToString(),
                    CreatorData = part.CreatorData,
                    ID          = UUID.Random(),
                    Owner       = remoteClient.AgentId,
                    AssetID     = asset.ID,
                    Description = asset.Description,
                    Name        = asset.Name,
                    AssetType   = asset.Type,
                    InvType     = (int)InventoryType.Object,
                    Folder      = categoryID
                };


                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 & part.NextOwnerMask;
                item.CurrentPermissions  = perms & part.NextOwnerMask;
                item.NextPermissions     = part.NextOwnerMask;
                item.EveryOnePermissions = part.EveryoneMask &
                                           part.NextOwnerMask;
                item.GroupPermissions = part.GroupMask &
                                        part.NextOwnerMask;
                item.CurrentPermissions |= 16;     // Slam!
                item.CreationDate        = Util.UnixTimeSinceEpoch();

                if (inventoryModule != null)
                {
                    if (inventoryModule.AddInventoryItem(item))
                    {
                        remoteClient.SendInventoryItemCreateUpdate(item, 0);
                    }
                    else
                    {
                        if (m_dialogModule != null)
                        {
                            m_dialogModule.SendAlertToUser(remoteClient,
                                                           "Cannot buy now. Your inventory is unavailable");
                        }
                        return(false);
                    }
                }
                break;

            case 3:     // Sell contents
                List <UUID> invList = part.Inventory.GetInventoryList();

#if (!ISWIN)
                bool okToSell = true;
                foreach (UUID invId in invList)
                {
                    TaskInventoryItem item1 = part.Inventory.GetInventoryItem(invId);
                    if ((item1.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
                    {
                        okToSell = false;
                        break;
                    }
                }
#else
                bool okToSell = invList.Select(invID => part.Inventory.GetInventoryItem(invID)).All(item1 => (item1.CurrentPermissions & (uint)PermissionMask.Transfer) != 0);
#endif

                if (!okToSell)
                {
                    if (m_dialogModule != null)
                    {
                        m_dialogModule.SendAlertToUser(
                            remoteClient, "This item's inventory doesn't appear to be for sale");
                    }
                    return(false);
                }

                if (invList.Count > 0)
                {
                    if (inventoryModule != null)
                    {
                        inventoryModule.MoveTaskInventoryItemsToUserInventory(remoteClient.AgentId, part.Name, part,
                                                                              invList);
                    }
                }
                break;
            }

            return(true);
        }
        /// <summary>
        /// Attach the object to the avatar
        /// </summary>
        /// <param name="remoteClient">The client that is having the attachment done</param>
        /// <param name="localID">The localID (SceneObjectPart) that is being attached (for the attach script event)</param>
        /// <param name="group">The group (SceneObjectGroup) that is being attached</param>
        /// <param name="AttachmentPt">The point to where the attachment will go</param>
        /// <param name="item">If this is not null, it saves a query in this method to the InventoryService
        /// This is the Item that the object is in (if it is in one yet)</param>
        protected void FindAttachmentPoint (IClientAPI remoteClient, uint localID, ISceneEntity group,
            int AttachmentPt, InventoryItemBase item)
        {
            //Make sure that we arn't over the limit of attachments
            ISceneEntity[] attachments = GetAttachmentsForAvatar (remoteClient.AgentId);
            if (attachments.Length + 1 > m_maxNumberOfAttachments)
            {
                //Too many
                remoteClient.SendAgentAlertMessage(
                    "You are wearing too many attachments. Take one off to attach this object", false);

                return;
            }
            Vector3 attachPos = group.GetAttachmentPos();
            bool hasMultipleAttachmentsSet = (AttachmentPt & 0x7f) != 0 || AttachmentPt == 0;
            if(!m_allowMultipleAttachments)
                hasMultipleAttachmentsSet = false;
            AttachmentPt &= 0x7f; //Disable it! Its evil!

            //Did the attachment change position or attachment point?
            bool changedPositionPoint = false;

            // If the attachment point isn't the same as the one previously used
            // set it's offset position = 0 so that it appears on the attachment point
            // and not in a weird location somewhere unknown.
            //Simplier terms: the attachment point changed, set it to the default 0,0,0 location
            if (AttachmentPt != 0 && AttachmentPt != (int)(group.GetAttachmentPoint() & 0x7f))
            {
                attachPos = Vector3.Zero;
                changedPositionPoint = true;
            }
            else
            {
                // AttachmentPt 0 means the client chose to 'wear' the attachment.
                if (AttachmentPt == 0)
                {
                    // Check object for stored attachment point
                    AttachmentPt = (int)group.GetSavedAttachmentPoint() & 0x7f;
                    attachPos = group.GetAttachmentPos();
                }

                //Check state afterwards... use the newer GetSavedAttachmentPoint and Pos above first
                if (AttachmentPt == 0)
                {
                    // Check object for older stored attachment point
                    AttachmentPt = group.RootChild.Shape.State & 0x7f;
                    //attachPos = group.AbsolutePosition;
                }

                // if we still didn't find a suitable attachment point, force it to the default
                //This happens on the first time an avatar 'wears' an object
                if (AttachmentPt == 0)
                {
                    // Stick it on right hand with Zero Offset from the attachment point.
                    AttachmentPt = (int)AttachmentPoint.RightHand;
                    //Default location
                    attachPos = Vector3.Zero;
                    changedPositionPoint = true;
                }
            }

            group.HasGroupChanged = changedPositionPoint;

            //Update where we are put
            group.SetAttachmentPoint((byte)AttachmentPt);
            //Fix the position with the one we found
            group.AbsolutePosition = attachPos;

            // Remove any previous attachments
            IScenePresence presence = m_scene.GetScenePresence (remoteClient.AgentId);
            if (presence == null)
                return;
            UUID itemID = UUID.Zero;
            //Check for multiple attachment bits and whether we should remove the old
            if(!hasMultipleAttachmentsSet) 
            {
                foreach (ISceneEntity grp in attachments)
                {
                    if (grp.GetAttachmentPoint() == (byte)AttachmentPt)
                    {
                        itemID = grp.RootChild.FromUserInventoryItemID;
                        break;
                    }
                }
                if (itemID != UUID.Zero)
                    DetachSingleAttachmentToInventory(itemID, remoteClient);
            }
            itemID = group.RootChild.FromUserInventoryItemID;

            group.RootChild.AttachedAvatar = presence.UUID;

            List<ISceneChildEntity> parts = group.ChildrenEntities();
            for (int i = 0; i < parts.Count; i++)
                parts[i].AttachedAvatar = presence.UUID;

            if (group.RootChild.PhysActor != null)
            {
                m_scene.PhysicsScene.RemovePrim (group.RootChild.PhysActor);
                group.RootChild.PhysActor = null;
            }

            group.RootChild.AttachedPos = attachPos;
            group.RootChild.IsAttachment = true;
            group.AbsolutePosition = attachPos;

            group.RootChild.SetParentLocalId (presence.LocalId);
            group.SetAttachmentPoint(Convert.ToByte(AttachmentPt));

            AvatarAttachments attPlugin = presence.RequestModuleInterface<AvatarAttachments>();
            if (attPlugin != null)
            {
                attPlugin.AddAttachment (group);
                presence.AddAttachment (group);
            }

            // Killing it here will cause the client to deselect it
            // It then reappears on the avatar, deselected
            // through the full update below
            //
            if (group.IsSelected)
            {
                foreach (ISceneChildEntity part in group.ChildrenEntities())
                {
                    part.CreateSelected = true;
                }
            }
            //Kill the previous entity so that it will be selected
            SendKillEntity(group.RootChild);

            //NOTE: This MUST be here, otherwise we limit full updates during attachments when they are selected and it will block the first update.
            // So until that is changed, this MUST stay. The client will instantly reselect it, so this value doesn't stay borked for long.
            group.IsSelected = false;

            if (itemID == UUID.Zero)
            {
                //Delete the object inworld to inventory

                List<ISceneEntity> groups = new List<ISceneEntity> (1) { group };

                IInventoryAccessModule inventoryAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>();
                if (inventoryAccess != null)
                    inventoryAccess.DeleteToInventory(DeRezAction.AcquireToUserInventory, UUID.Zero,
                        groups, remoteClient.AgentId, out itemID);
            }
            else
            {
                //it came from an item, we need to start the scripts

                // Fire after attach, so we don't get messy perms dialogs
                // 4 == AttachedRez
                group.CreateScriptInstances(0, true, StateSource.AttachedRez, UUID.Zero);
                group.ResumeScripts();
            }

            if (UUID.Zero == itemID)
            {
                m_log.Error("[ATTACHMENTS MODULE]: Unable to save attachment. Error inventory item ID.");
                remoteClient.SendAgentAlertMessage(
                    "Unable to save attachment. Error inventory item ID.", false);
                return;
            }

            // XXYY!!
            if (item == null)
            {
                item = new InventoryItemBase(itemID, remoteClient.AgentId);
                item = m_scene.InventoryService.GetItem(item);
            }

            //Update the ItemID with the new item
            group.SetFromItemID (itemID);

            //If we updated the attachment, we need to save the change
            IAvatarAppearanceModule appearance = presence.RequestModuleInterface<IAvatarAppearanceModule> ();
            if (appearance.Appearance.SetAttachment ((int)AttachmentPt, itemID, item.AssetID))
                AvatarFactory.QueueAppearanceSave(remoteClient.AgentId);


            // In case it is later dropped again, don't let
            // it get cleaned up
            group.RootChild.RemFlag(PrimFlags.TemporaryOnRez);
            group.HasGroupChanged = false;
            //Now recreate it so that it is selected
            group.ScheduleGroupUpdate(PrimUpdateFlags.ForcedFullUpdate);

            m_scene.EventManager.TriggerOnAttach(localID, group.RootChild.FromUserInventoryItemID, remoteClient.AgentId);
        }
Beispiel #35
0
            /// <summary>
            ///     Synchronously delete the given object from the scene.
            /// </summary>
            /// <param name="group">Object Id</param>
            /// <param name="DeleteScripts">Remove the scripts from the ScriptEngine as well</param>
            /// <param name="removeFromDatabase">Remove from the database?</param>
            protected bool DeleteSceneObject(ISceneEntity group, bool DeleteScripts, bool removeFromDatabase)
            {
                //MainConsole.Instance.DebugFormat("[Backup]: Deleting scene object {0} {1}", group.Name, group.UUID);

                if (group.SitTargetAvatar.Count != 0)
                {
                    foreach (UUID avID in group.SitTargetAvatar)
                    {
                        //Don't screw up avatar's that are sitting on us!
                        IScenePresence SP = m_scene.GetScenePresence(avID);
                        if (SP != null)
                            SP.StandUp();
                    }
                }

                // Serialise calls to RemoveScriptInstances to avoid
                // deadlocking on m_parts inside SceneObjectGroup
                if (DeleteScripts)
                {
                    group.RemoveScriptInstances(true);
                }

                foreach (ISceneChildEntity part in group.ChildrenEntities())
                {
                    IScriptControllerModule m = m_scene.RequestModuleInterface<IScriptControllerModule>();
                    if (m != null)
                        m.RemoveAllScriptControllers(part);
                }
                if (group.RootChild.PhysActor != null)
                {
                    //Remove us from the physics sim
                    m_scene.PhysicsScene.DeletePrim(group.RootChild.PhysActor);
                    group.RootChild.PhysActor = null;
                }

                if (!group.IsAttachment)
                    m_scene.SimulationDataService.Tainted();
                if (m_scene.SceneGraph.DeleteEntity(group))
                {
                    // We need to keep track of this state in case this group is still queued for backup.
                    group.IsDeleted = true;
                    m_scene.EventManager.TriggerObjectBeingRemovedFromScene(group);
                    return true;
                }

                //MainConsole.Instance.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID);
                return false;
            }
        /// <summary>
        ///     Load an asset
        /// </summary>
        /// <param name="assetPath"> </param>
        /// <param name="data"></param>
        /// <returns>true if asset was successfully loaded, false otherwise</returns>
        private bool LoadAsset(string assetPath, byte[] data)
        {
            //IRegionSerialiser serialiser = scene.RequestModuleInterface<IRegionSerialiser>();
            // Right now we're nastily obtaining the UUID from the filename
            string filename = assetPath.Remove(0, ArchiveConstants.ASSETS_PATH.Length);

            int i = filename.LastIndexOf(ArchiveConstants.ASSET_EXTENSION_SEPARATOR);

            if (i == -1)
            {
                MainConsole.Instance.ErrorFormat(
                    "[INVENTORY ARCHIVER]: Could not find extension information in asset path {0} since it's missing the separator {1}.  Skipping",
                    assetPath, ArchiveConstants.ASSET_EXTENSION_SEPARATOR);

                return(false);
            }

            string extension = filename.Substring(i);
            string uuid      = filename.Remove(filename.Length - extension.Length);

            if (ArchiveConstants.EXTENSION_TO_ASSET_TYPE.ContainsKey(extension))
            {
                AssetType assetType = ArchiveConstants.EXTENSION_TO_ASSET_TYPE[extension];

                if (assetType == AssetType.Unknown)
                {
                    MainConsole.Instance.WarnFormat(
                        "[INVENTORY ARCHIVER]: Importing {0} byte asset {1} with unknown type", data.Length,
                        uuid);
                }
                else if (assetType == AssetType.Object)
                {
                    string       xmlData     = Utils.BytesToString(data);
                    ISceneEntity sceneObject = SceneEntitySerializer.SceneObjectSerializer.FromOriginalXmlFormat(
                        xmlData, m_registry);
                    if (sceneObject != null)
                    {
                        if (m_creatorIdForAssetId.ContainsKey(UUID.Parse(uuid)))
                        {
                            foreach (
                                ISceneChildEntity sop in
                                from sop in sceneObject.ChildrenEntities()
                                where string.IsNullOrEmpty(sop.CreatorData)
                                select sop)
                            {
                                sop.CreatorID = m_creatorIdForAssetId[UUID.Parse(uuid)];
                            }
                        }
                        foreach (ISceneChildEntity sop in sceneObject.ChildrenEntities())
                        {
                            //Fix ownerIDs and perms
                            sop.Inventory.ApplyGodPermissions((uint)PermissionMask.All);
                            sceneObject.ApplyPermissions((uint)PermissionMask.All);
                            foreach (TaskInventoryItem item in sop.Inventory.GetInventoryItems())
                            {
                                item.OwnerID = m_userInfo.PrincipalID;
                            }
                            sop.OwnerID = m_userInfo.PrincipalID;
                        }
                        data =
                            Utils.StringToBytes(
                                SceneEntitySerializer.SceneObjectSerializer.ToOriginalXmlFormat(sceneObject));
                    }
                }
                //MainConsole.Instance.DebugFormat("[INVENTORY ARCHIVER]: Importing asset {0}, type {1}", uuid, assetType);

                AssetBase asset = new AssetBase(UUID.Parse(uuid), "RandomName", assetType, m_overridecreator)
                {
                    Data =
                        data,
                    Flags
                        =
                            AssetFlags
                            .Normal
                };
                IAssetService    assetService = m_registry.RequestModuleInterface <IAssetService>();
                IAssetDataPlugin assetData    = Framework.Utilities.DataManager.RequestPlugin <IAssetDataPlugin>();
                if (assetData != null && ReplaceAssets)
                {
                    assetData.Delete(asset.ID, true);
                }

                assetService.Store(asset);
                return(true);
            }
            MainConsole.Instance.ErrorFormat(
                "[INVENTORY ARCHIVER]: Tried to dearchive data with path {0} with an unknown type extension {1}",
                assetPath, extension);

            return(false);
        }
        /// <summary>
        ///     Load an asset
        /// </summary>
        /// <param name="assetPath"> </param>
        /// <param name="data"></param>
        /// <returns>true if asset was successfully loaded, false otherwise</returns>
        bool LoadAsset(string assetPath, byte [] data)
        {
            //IRegionSerializer serializer = scene.RequestModuleInterface<IRegionSerializer>();
            // Right now we're nastily obtaining the UUID from the filename
            string filename = assetPath.Remove(0, ArchiveConstants.ASSETS_PATH.Length);

            int i = filename.LastIndexOf(ArchiveConstants.ASSET_EXTENSION_SEPARATOR, StringComparison.Ordinal);

            if (i == -1)
            {
                MainConsole.Instance.ErrorFormat(
                    "[Inventory Archiver]: Could not find extension information in asset path {0} since it's missing the separator {1}.  Skipping",
                    assetPath, ArchiveConstants.ASSET_EXTENSION_SEPARATOR);

                return(false);
            }

            string extension = filename.Substring(i);
            string uuid      = filename.Remove(filename.Length - extension.Length);
            UUID   assetID   = UUID.Parse(uuid);

            if (ArchiveConstants.EXTENSION_TO_ASSET_TYPE.ContainsKey(extension))
            {
                AssetType assetType = ArchiveConstants.EXTENSION_TO_ASSET_TYPE [extension];

                if (assetType == AssetType.Unknown)
                {
                    MainConsole.Instance.WarnFormat(
                        "[Inventory Archiver]: Importing {0} byte asset {1} with unknown type", data.Length,
                        uuid);
                }
                else if (assetType == AssetType.Object)
                {
                    string       xmlData     = Utils.BytesToString(data);
                    ISceneEntity sceneObject = SceneEntitySerializer.SceneObjectSerializer.FromOriginalXmlFormat(
                        xmlData, m_registry);
                    if (sceneObject != null)
                    {
                        if (m_creatorIdForAssetId.ContainsKey(assetID))
                        {
                            foreach (
                                ISceneChildEntity sop in
                                from sop in sceneObject.ChildrenEntities()
                                where string.IsNullOrEmpty(sop.CreatorData)
                                select sop)
                            {
                                sop.CreatorID = m_creatorIdForAssetId [assetID];
                            }
                        }

                        foreach (ISceneChildEntity sop in sceneObject.ChildrenEntities())
                        {
                            //Fix ownerIDs and perms
                            sop.Inventory.ApplyGodPermissions((uint)PermissionMask.All);
                            sceneObject.ApplyPermissions((uint)PermissionMask.All);
                            foreach (TaskInventoryItem item in sop.Inventory.GetInventoryItems())
                            {
                                item.OwnerID = m_userInfo.PrincipalID;
                            }
                            sop.OwnerID = m_userInfo.PrincipalID;
                        }

                        data =
                            Utils.StringToBytes(
                                SceneEntitySerializer.SceneObjectSerializer.ToOriginalXmlFormat(sceneObject));
                    }
                }
                //MainConsole.Instance.DebugFormat("[Inventory Archiver]: Importing asset {0}, type {1}", uuid, assetType);

                AssetBase asset = new AssetBase(assetID, m_invName, assetType, m_overridecreator)
                {
                    Data  = data,
                    Flags = AssetFlags.Normal
                };

                if (m_assetData != null && ReplaceAssets)
                {
                    m_assetData.Delete(asset.ID, true);
                }

                // check if this asset already exists in the database
                try {
                    if (!m_assetService.GetExists(asset.ID.ToString()))
                    {
                        m_assetService.Store(asset);
                    }
                } catch {
                    MainConsole.Instance.Error(
                        "[Inventory Archiver]: Error checking if asset exists. Possibly 'Path too long' for file based asset storage");
                }
                asset.Dispose();
                return(true);
            }
            MainConsole.Instance.ErrorFormat(
                "[Inventory Archiver]: Tried to dearchive data with path {0} with an unknown type extension {1}",
                assetPath, extension);

            return(false);
        }
        /// <summary>
        ///     Move the given scene object into a new region
        /// </summary>
        /// <param name="destination"></param>
        /// <param name="grp">Scene Object Group that we're crossing</param>
        /// <param name="attemptedPos"></param>
        /// <returns>
        ///     true if the crossing itself was successful, false on failure
        /// </returns>
        protected bool CrossPrimGroupIntoNewRegion(GridRegion destination, ISceneEntity grp, Vector3 attemptedPos)
        {
            bool successYN = false;
            if (destination != null)
            {
                if (grp.SitTargetAvatar.Count != 0)
                {
                    foreach (UUID avID in grp.SitTargetAvatar)
                    {
                        IScenePresence SP = grp.Scene.GetScenePresence(avID);
                        SP.Velocity = grp.RootChild.PhysActor.Velocity;
                        InternalCross(SP, attemptedPos, false, destination);
                    }
                    foreach (ISceneChildEntity part in grp.ChildrenEntities())
                        part.SitTargetAvatar = new List<UUID>();

                    IBackupModule backup = grp.Scene.RequestModuleInterface<IBackupModule>();
                    if (backup != null)
                        return backup.DeleteSceneObjects(new[] {grp}, false, false);
                    return true; //They do all the work adding the prim in the other region
                }

                ISceneEntity copiedGroup = grp.Copy(false);
                copiedGroup.SetAbsolutePosition(true, attemptedPos);
                if (grp.Scene != null)
                    successYN = grp.Scene.RequestModuleInterface<ISimulationService>()
                                   .CreateObject(destination, copiedGroup);

                if (successYN)
                {
                    // We remove the object here
                    try
                    {
                        IBackupModule backup = grp.Scene.RequestModuleInterface<IBackupModule>();
                        if (backup != null)
                            return backup.DeleteSceneObjects(new[] {grp}, false, true);
                    }
                    catch (Exception e)
                    {
                        MainConsole.Instance.ErrorFormat(
                            "[ENTITY TRANSFER MODULE]: Exception deleting the old object left behind on a border crossing for {0}, {1}",
                            grp, e);
                    }
                }
                else
                {
                    if (!grp.IsDeleted)
                    {
                        if (grp.RootChild.PhysActor != null)
                        {
                            grp.RootChild.PhysActor.CrossingFailure();
                        }
                    }

                    MainConsole.Instance.ErrorFormat("[ENTITY TRANSFER MODULE]: Prim crossing failed for {0}", grp);
                }
            }
            else
            {
                MainConsole.Instance.Error(
                    "[ENTITY TRANSFER MODULE]: destination was unexpectedly null in Scene.CrossPrimGroupIntoNewRegion()");
            }

            return successYN;
        }
Beispiel #39
0
        // NOTE: Call under Taint Lock
        private void RemoveObject(ISceneEntity obj)
        {
            if (obj.IsAttachment)
            {
                return;
            }
            if (((obj.RootChild.Flags & PrimFlags.TemporaryOnRez) != 0))
            {
                return;
            }

            IParcelManagementModule parcelManagment = m_Scene.RequestModuleInterface <IParcelManagementModule>();
            Vector3     pos        = obj.AbsolutePosition;
            ILandObject landObject = parcelManagment.GetLandObject(pos.X, pos.Y) ??
                                     parcelManagment.GetNearestAllowedParcel(UUID.Zero, pos.X, pos.Y);

            if (landObject == null)
            {
                return;
            }
            LandData     landData = landObject.LandData;
            ParcelCounts parcelCounts;

            if (m_ParcelCounts.TryGetValue(landData.GlobalID, out parcelCounts))
            {
                UUID landOwner = landData.OwnerID;

                foreach (ISceneChildEntity child in obj.ChildrenEntities())
                {
                    bool foundit = false;
                    if (!parcelCounts.Objects.ContainsKey(child.UUID))
                    {
                        //was not found, lets look through all the parcels
                        foreach (ILandObject parcel in parcelManagment.AllParcels())
                        {
                            landData = parcel.LandData;
                            if (!m_ParcelCounts.TryGetValue(landData.GlobalID, out parcelCounts))
                            {
                                continue;
                            }
                            landOwner = landData.OwnerID;
                            if (!parcelCounts.Objects.ContainsKey(child.UUID))
                            {
                                continue;
                            }
                            foundit = true;
                            break;
                        }
                    }
                    else
                    {
                        foundit = true;
                    }
                    if (!foundit)
                    {
                        continue;
                    }
                    parcelCounts.Objects.Remove(child.UUID);
                    if (m_SimwideCounts.ContainsKey(landOwner))
                    {
                        m_SimwideCounts[landOwner] -= 1;
                    }
                    if (parcelCounts.Users.ContainsKey(obj.OwnerID))
                    {
                        parcelCounts.Users[obj.OwnerID] -= 1;
                    }

                    if (landData.IsGroupOwned)
                    {
                        if (obj.OwnerID == landData.GroupID)
                        {
                            parcelCounts.Owner -= 1;
                        }
                        else if (obj.GroupID == landData.GroupID)
                        {
                            parcelCounts.Group -= 1;
                        }
                        else
                        {
                            parcelCounts.Others -= 1;
                        }
                    }
                    else
                    {
                        if (obj.OwnerID == landData.OwnerID)
                        {
                            parcelCounts.Owner -= 1;
                        }
                        else if (obj.GroupID == landData.GroupID)
                        {
                            parcelCounts.Group -= 1;
                        }
                        else
                        {
                            parcelCounts.Others -= 1;
                        }
                    }
                }
            }
        }
Beispiel #40
0
        public ISceneEntity GetRezReadySceneObject(TaskInventoryItem item)
        {
            byte[] rezAsset = m_part.ParentGroup.Scene.AssetService.GetData(item.AssetID.ToString());

            if (null == rezAsset)
            {
                MainConsole.Instance.WarnFormat(
                    "[PRIM INVENTORY]: Could not find asset {0} for inventory item {1} in {2}",
                    item.AssetID, item.Name, m_part.Name);
                return(null);
            }

            string       xmlData = Utils.BytesToString(rezAsset);
            ISceneEntity group   = SceneEntitySerializer.SceneObjectSerializer.FromOriginalXmlFormat(xmlData,
                                                                                                     m_part.ParentGroup
                                                                                                     .Scene);

            if (group == null)
            {
                return(null);
            }

            group.IsDeleted = false;
            foreach (ISceneChildEntity part in group.ChildrenEntities())
            {
                part.IsLoading = false;
            }
            //Reset IDs, etc
            m_part.ParentGroup.Scene.SceneGraph.PrepPrimForAdditionToScene(group);

            ISceneChildEntity rootPart = group.GetChildPart(group.UUID);

            // Since renaming the item in the inventory does not affect the name stored
            // in the serialization, transfer the correct name from the inventory to the
            // object itself before we rez.
            rootPart.Name        = item.Name;
            rootPart.Description = item.Description;

            List <ISceneChildEntity> partList = group.ChildrenEntities();

            group.SetGroup(m_part.GroupID, group.OwnerID, false);

            if ((rootPart.OwnerID != item.OwnerID) || (item.CurrentPermissions & 16) != 0)
            {
                if (m_part.ParentGroup.Scene.Permissions.PropagatePermissions())
                {
                    foreach (ISceneChildEntity part in partList)
                    {
                        part.EveryoneMask  = item.EveryonePermissions;
                        part.NextOwnerMask = item.NextPermissions;
                    }

                    group.ApplyNextOwnerPermissions();
                }
            }

            foreach (ISceneChildEntity part in partList)
            {
                if ((part.OwnerID != item.OwnerID) || (item.CurrentPermissions & 16) != 0)
                {
                    part.LastOwnerID = part.OwnerID;
                    part.OwnerID     = item.OwnerID;
                    part.Inventory.ChangeInventoryOwner(item.OwnerID);
                }

                part.EveryoneMask  = item.EveryonePermissions;
                part.NextOwnerMask = item.NextPermissions;
            }

            rootPart.TrimPermissions();

            return(group);
        }
Beispiel #41
0
        /// <summary>
        /// Reset all of the UUID's, localID's, etc in this group (includes children)
        /// </summary>
        /// <param name="entity"></param>
        private void ResetEntityIDs (ISceneEntity entity)
        {
            List<ISceneChildEntity> children = entity.ChildrenEntities ();
            //Sort so that we rebuild in the same order and the root being first
            children.Sort(LinkSetSorter);

            entity.ClearChildren();
            IComponentManager manager = m_parentScene.RequestModuleInterface<IComponentManager> ();
            foreach (ISceneChildEntity child in children)
            {
                UUID oldID = child.UUID;
                child.ResetEntityIDs();
                entity.AddChild (child, child.LinkNum);
                if (manager != null)
                    manager.ResetComponentIDsToNewObject (oldID, child);
            }
        }
Beispiel #42
0
        /// <summary>
        ///     Add the Entity to the Scene and back it up, but do NOT reset its ID's
        /// </summary>
        /// <param name="entity"></param>
        /// <param name="force"></param>
        /// <returns></returns>
        public bool RestorePrimToScene(ISceneEntity entity, bool force)
        {
            List<ISceneChildEntity> children = entity.ChildrenEntities();
            //Sort so that we rebuild in the same order and the root being first
            children.Sort(LinkSetSorter);

            entity.ClearChildren();

            foreach (ISceneChildEntity child in children)
            {
                if (child.LocalId == 0)
                    child.LocalId = AllocateLocalId();
                if (((SceneObjectPart) child).PhysActor != null)
                {
                    ((SceneObjectPart) child).PhysActor.LocalID = child.LocalId;
                    ((SceneObjectPart) child).PhysActor.UUID = child.UUID;
                }
                child.Flags &= ~PrimFlags.Scripted;
                child.TrimPermissions();
                entity.AddChild(child, child.LinkNum);
            }
            //Tell the entity that they are being added to a scene
            entity.AttachToScene(m_parentScene);
            //Now save the entity that we have 
            bool success = AddEntity(entity, false);

            if (force && !success)
            {
                IBackupModule backup = m_parentScene.RequestModuleInterface<IBackupModule>();
                backup.DeleteSceneObjects(new ISceneEntity[1] {entity}, false, true);
                return RestorePrimToScene(entity, false);
            }
            return success;
        }
        protected void OnObjectBeingAddedToScene(ISceneEntity obj)
        {
            lock (m_objectsLock)
            {
                foreach (ISceneChildEntity child in obj.ChildrenEntities())
                {
                    bool physicalStatus = (child.Flags & PrimFlags.Physics) == PrimFlags.Physics;
                    if (!m_lastAddedPhysicalStatus.ContainsKey(child.UUID))
                    {
                        m_objects++;

                        //Check physical status now
                        if (physicalStatus)
                            m_activeObjects++;
                        //Add it to the list so that we have a record of it
                        m_lastAddedPhysicalStatus.Add(child.UUID, physicalStatus);
                    }
                    else
                    {
                        //Its a dupe! Its a dupe!
                        //  Check that the physical status has changed
                        if (physicalStatus != m_lastAddedPhysicalStatus[child.UUID])
                        {
                            //It changed... fix the count
                            if (physicalStatus)
                                m_activeObjects++;
                            else
                                m_activeObjects--;
                            //Update the cache
                            m_lastAddedPhysicalStatus[child.UUID] = physicalStatus;
                        }
                    }
                }
            }
        }
Beispiel #44
0
 /// <summary>
 ///     Check all the localIDs in this group to make sure that they have not been used previously
 /// </summary>
 /// <param name="group"></param>
 public void CheckAllocationOfLocalIds(ISceneEntity group)
 {
     foreach (ISceneChildEntity part in group.ChildrenEntities())
     {
         if (part.LocalId != 0)
             CheckAllocationOfLocalId(part.LocalId);
     }
 }
        protected void OnObjectBeingRemovedFromScene(ISceneEntity obj)
        {
            lock (m_objectsLock)
            {
                foreach (ISceneChildEntity child in obj.ChildrenEntities())
                {
                    bool physicalStatus = (child.Flags & PrimFlags.Physics) == PrimFlags.Physics;
                    if (m_lastAddedPhysicalStatus.ContainsKey(child.UUID))
                    {
                        m_objects--;

                        //Check physical status now and remove if necessary
                        if (physicalStatus)
                            m_activeObjects--;
                        //Remove our record of it
                        m_lastAddedPhysicalStatus.Remove(child.UUID);
                    }
                }
            }
        }
Beispiel #46
0
        private void DearchiveRegion0DotStar()
        {
            if (m_loadStream == null)
            {
                return;
            }
            int      successfulAssetRestores = 0;
            int      failedAssetRestores     = 0;
            string   filePath = "NONE";
            DateTime start    = DateTime.Now;

            TarArchiveReader archive = new TarArchiveReader(m_loadStream);

            if (!m_skipAssets)
            {
                m_threadpool = new AuroraThreadPool(new AuroraThreadPoolStartInfo()
                {
                    Threads  = 1,
                    priority =
                        System.Threading.ThreadPriority
                        .BelowNormal
                });
            }

            IBackupModule backup = m_scene.RequestModuleInterface <IBackupModule>();

            if (!m_merge)
            {
                DateTime before = DateTime.Now;
                MainConsole.Instance.Info("[ARCHIVER]: Clearing all existing scene objects");
                if (backup != null)
                {
                    backup.DeleteAllSceneObjects();
                }
                MainConsole.Instance.Info("[ARCHIVER]: Cleared all existing scene objects in " +
                                          (DateTime.Now - before).Minutes + ":" + (DateTime.Now - before).Seconds);
            }

            IScriptModule[] modules = m_scene.RequestModuleInterfaces <IScriptModule>();
            //Disable the script engine so that it doesn't load in the background and kill OAR loading
            foreach (IScriptModule module in modules)
            {
                module.Disabled = true;
            }
            //Disable backup for now as well
            if (backup != null)
            {
                backup.LoadingPrims = true;
            }

            IRegionSerialiserModule serialiser = m_scene.RequestModuleInterface <IRegionSerialiserModule>();
            int sceneObjectsLoadedCount        = 0;

            //We save the groups so that we can back them up later
            List <ISceneEntity> groupsToBackup = new List <ISceneEntity>();
            List <LandData>     landData       = new List <LandData>();

            // must save off some stuff until after assets have been saved and recieved new uuids
            // keeping these collection local because I am sure they will get large and garbage collection is better that way
            List <byte[]>           seneObjectGroups        = new List <byte[]>();
            Dictionary <UUID, UUID> assetBinaryChangeRecord = new Dictionary <UUID, UUID>();
            Queue <UUID>            assets2Save             = new Queue <UUID>();

            try
            {
                byte[] data;
                TarArchiveReader.TarEntryType entryType;
                while ((data = archive.ReadEntry(out filePath, out entryType)) != null)
                {
                    if (TarArchiveReader.TarEntryType.TYPE_DIRECTORY == entryType)
                    {
                        continue;
                    }

                    if (filePath.StartsWith(ArchiveConstants.OBJECTS_PATH))
                    {
                        seneObjectGroups.Add(data);
                    }
                    else if (!m_skipAssets && filePath.StartsWith(ArchiveConstants.ASSETS_PATH))
                    {
                        AssetBase asset;
                        if (LoadAsset(filePath, data, out asset))
                        {
                            successfulAssetRestores++;
                            if (m_useAsync)
                            {
                                lock (AssetsToAdd) AssetsToAdd.Add(asset);
                            }
                            else
                            {
                                if (asset.IsBinaryAsset)
                                {
                                    UUID aid = asset.ID;
                                    asset.ID = m_scene.AssetService.Store(asset);
                                    if (asset.ID != aid && asset.ID != UUID.Zero)
                                    {
                                        assetBinaryChangeRecord.Add(aid, asset.ID);
                                    }
                                }
                                else
                                {
                                    if (!assetNonBinaryCollection.ContainsKey(asset.ID))
                                    {
                                        assetNonBinaryCollection.Add(asset.ID, asset);
                                        // I need something I can safely loop through
                                        assets2Save.Enqueue(asset.ID);
                                    }
                                }
                            }
                        }
                        else
                        {
                            failedAssetRestores++;
                        }

                        if ((successfulAssetRestores + failedAssetRestores) % 250 == 0)
                        {
                            MainConsole.Instance.Info("[ARCHIVER]: Loaded " + successfulAssetRestores +
                                                      " assets and failed to load " + failedAssetRestores + " assets...");
                        }
                    }
                    else if (filePath.StartsWith(ArchiveConstants.TERRAINS_PATH))
                    {
                        LoadTerrain(filePath, data);
                    }
                    else if (!m_merge && filePath.StartsWith(ArchiveConstants.SETTINGS_PATH))
                    {
                        LoadRegionSettings(filePath, data);
                    }
                    else if (filePath.StartsWith(ArchiveConstants.LANDDATA_PATH))
                    {
                        LandData parcel = LandDataSerializer.Deserialize(m_utf8Encoding.GetString(data));
                        parcel.OwnerID = ResolveUserUuid(parcel.OwnerID, UUID.Zero, "", Vector3.Zero, null);
                        landData.Add(parcel);
                    }
                    else if (filePath == ArchiveConstants.CONTROL_FILE_PATH)
                    {
                        LoadControlFile(data);
                    }
                }
                // Save Assets
                int savingAssetsCount = 0;
                while (assets2Save.Count > 0)
                {
                    try
                    {
                        UUID assetid = assets2Save.Dequeue();
                        SaveNonBinaryAssets(assetid, assetNonBinaryCollection[assetid], assetBinaryChangeRecord);
                        savingAssetsCount++;
                        if ((savingAssetsCount) % 250 == 0)
                        {
                            MainConsole.Instance.Info("[ARCHIVER]: Saving " + savingAssetsCount + " assets...");
                        }
                    }
                    catch (Exception ex)
                    {
                        MainConsole.Instance.Info("[ARCHIVER]: Exception in saving an asset: " + ex.ToString());
                    }
                }

                foreach (byte[] data2 in seneObjectGroups)
                {
                    byte[] data3 = data2;

                    string          stringData = Utils.BytesToString(data3);
                    MatchCollection mc         = Regex.Matches(stringData, sPattern);
                    bool            didChange  = false;
                    if (mc.Count >= 1)
                    {
                        foreach (Match match in mc)
                        {
                            UUID thematch = new UUID(match.Value);
                            UUID newvalue = thematch;
                            if (assetNonBinaryCollection.ContainsKey(thematch))
                            {
                                newvalue = assetNonBinaryCollection[thematch].ID;
                            }
                            else if (assetBinaryChangeRecord.ContainsKey(thematch))
                            {
                                newvalue = assetBinaryChangeRecord[thematch];
                            }
                            if (thematch == newvalue)
                            {
                                continue;
                            }
                            stringData = stringData.Replace(thematch.ToString().Trim(), newvalue.ToString().Trim());
                            didChange  = true;
                        }
                    }
                    if (didChange)
                    {
                        data3 = Utils.StringToBytes(stringData);
                    }

                    ISceneEntity sceneObject = serialiser.DeserializeGroupFromXml2(data3, m_scene);

                    if (sceneObject == null)
                    {
                        //! big error!
                        MainConsole.Instance.Error("Error reading SOP XML (Please mantis this!): " +
                                                   m_asciiEncoding.GetString(data3));
                        continue;
                    }

                    foreach (ISceneChildEntity part in sceneObject.ChildrenEntities())
                    {
                        if (string.IsNullOrEmpty(part.CreatorData))
                        {
                            part.CreatorID = ResolveUserUuid(part.CreatorID, part.CreatorID, part.CreatorData,
                                                             part.AbsolutePosition, landData);
                        }

                        part.OwnerID = ResolveUserUuid(part.OwnerID, part.CreatorID, part.CreatorData,
                                                       part.AbsolutePosition, landData);

                        part.LastOwnerID = ResolveUserUuid(part.LastOwnerID, part.CreatorID, part.CreatorData,
                                                           part.AbsolutePosition, landData);

                        // And zap any troublesome sit target information
                        part.SitTargetOrientation = new Quaternion(0, 0, 0, 1);
                        part.SitTargetPosition    = new Vector3(0, 0, 0);

                        // Fix ownership/creator of inventory items
                        // Not doing so results in inventory items
                        // being no copy/no mod for everyone
                        lock (part.TaskInventory)
                        {
                            TaskInventoryDictionary inv = part.TaskInventory;
                            foreach (KeyValuePair <UUID, TaskInventoryItem> kvp in inv)
                            {
                                kvp.Value.OwnerID = ResolveUserUuid(kvp.Value.OwnerID, kvp.Value.CreatorID,
                                                                    kvp.Value.CreatorData, part.AbsolutePosition,
                                                                    landData);
                                if (string.IsNullOrEmpty(kvp.Value.CreatorData))
                                {
                                    kvp.Value.CreatorID = ResolveUserUuid(kvp.Value.CreatorID, kvp.Value.CreatorID,
                                                                          kvp.Value.CreatorData, part.AbsolutePosition,
                                                                          landData);
                                }
                            }
                        }
                    }

                    //Add the offsets of the region
                    Vector3 newPos = new Vector3(sceneObject.AbsolutePosition.X + m_offsetX,
                                                 sceneObject.AbsolutePosition.Y + m_offsetY,
                                                 sceneObject.AbsolutePosition.Z + m_offsetZ);
                    if (m_flipX)
                    {
                        newPos.X = m_scene.RegionInfo.RegionSizeX - newPos.X;
                    }
                    if (m_flipY)
                    {
                        newPos.Y = m_scene.RegionInfo.RegionSizeY - newPos.Y;
                    }
                    sceneObject.SetAbsolutePosition(false, newPos);

                    if (m_scene.SceneGraph.AddPrimToScene(sceneObject))
                    {
                        groupsToBackup.Add(sceneObject);
                        sceneObject.ScheduleGroupUpdate(PrimUpdateFlags.ForcedFullUpdate);
                        sceneObject.CreateScriptInstances(0, false, StateSource.RegionStart, UUID.Zero, true);
                    }
                    sceneObjectsLoadedCount++;
                    if (sceneObjectsLoadedCount % 250 == 0)
                    {
                        MainConsole.Instance.Info("[ARCHIVER]: Loaded " + sceneObjectsLoadedCount + " objects...");
                    }
                }
                assetNonBinaryCollection.Clear();
                assetBinaryChangeRecord.Clear();
                seneObjectGroups.Clear();
            }
            catch (Exception e)
            {
                MainConsole.Instance.ErrorFormat(
                    "[ARCHIVER]: Aborting load with error in archive file {0}.  {1}", filePath, e);
                m_errorMessage += e.ToString();
                m_scene.EventManager.TriggerOarFileLoaded(UUID.Zero.Guid, m_errorMessage);
                return;
            }
            finally
            {
                archive.Close();
                m_loadStream.Close();
                m_loadStream.Dispose();

                //Reeanble now that we are done
                foreach (IScriptModule module in modules)
                {
                    module.Disabled = false;
                }
                //Reset backup too
                if (backup != null)
                {
                    backup.LoadingPrims = false;
                }
            }

            //Now back up the prims
            foreach (ISceneEntity grp in groupsToBackup)
            {
                //Backup!
                grp.HasGroupChanged = true;
            }

            if (!m_skipAssets && m_useAsync && !AssetSaverIsRunning)
            {
                m_threadpool.QueueEvent(SaveAssets, 0);
            }

            if (!m_skipAssets)
            {
                MainConsole.Instance.InfoFormat("[ARCHIVER]: Restored {0} assets", successfulAssetRestores);

                if (failedAssetRestores > 0)
                {
                    MainConsole.Instance.ErrorFormat("[ARCHIVER]: Failed to load {0} assets", failedAssetRestores);
                    m_errorMessage += String.Format("Failed to load {0} assets", failedAssetRestores);
                }
            }

            // Try to retain the original creator/owner/lastowner if their uuid is present on this grid
            // otherwise, use the master avatar uuid instead

            // Reload serialized parcels
            MainConsole.Instance.InfoFormat("[ARCHIVER]: Loading {0} parcels.  Please wait.", landData.Count);

            IParcelManagementModule parcelManagementModule = m_scene.RequestModuleInterface <IParcelManagementModule>();

            if (parcelManagementModule != null)
            {
                parcelManagementModule.IncomingLandDataFromOAR(landData, m_merge, new Vector2(m_offsetX, m_offsetY));
            }

            MainConsole.Instance.InfoFormat("[ARCHIVER]: Restored {0} parcels.", landData.Count);

            //Clean it out
            landData.Clear();

            MainConsole.Instance.InfoFormat("[ARCHIVER]: Successfully loaded archive in " +
                                            (DateTime.Now - start).Minutes + ":" + (DateTime.Now - start).Seconds);

            m_validUserUuids.Clear();
            m_scene.EventManager.TriggerOarFileLoaded(UUID.Zero.Guid, m_errorMessage);
        }
Beispiel #47
0
        /// <summary>
        /// Reset all of the UUID's, localID's, etc in this group (includes children)
        /// </summary>
        /// <param name="entity"></param>
        private void ResetEntityIDs (ISceneEntity entity)
        {
            List<ISceneChildEntity> children = entity.ChildrenEntities ();
            //Sort so that we rebuild in the same order and the root being first
            children.Sort(LinkSetSorter);

            entity.ClearChildren();
            IComponentManager manager = m_parentScene.RequestModuleInterface<IComponentManager> ();
            foreach (ISceneChildEntity child in children)
            {
                UUID oldID = child.UUID;
                child.ResetEntityIDs();
                entity.AddChild (child, child.LinkNum);
                if (manager != null)
                    manager.ResetComponentIDsToNewObject (oldID, child);
            }
            //This clears the xml file, which will need rebuilt now that we have changed the UUIDs
            entity.HasGroupChanged = true;
            foreach (ISceneChildEntity child in children)
            {
                if(!child.IsRoot)
                {
                    child.SetParentLocalId (entity.RootChild.LocalId);
                }
            }
        }