/// <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); }
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(); if (!m_allowMultipleAttachments) { AttachmentPt &= 0x7f; //Disable it! } //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 & 0x7f) != 0 && (AttachmentPt & 0x7f) != (int)group.GetAttachmentPoint()) { attachPos = Vector3.Zero; changedPositionPoint = true; } else { // AttachmentPt 0 means the client chose to 'wear' the attachment. if ((AttachmentPt & 0x7f) == 0) { // Check object for stored attachment point AttachmentPt = (int)group.GetSavedAttachmentPoint(); attachPos = group.GetAttachmentPos(); } //Check state afterwards... use the newer GetSavedAttachmentPoint and Pos above first if ((AttachmentPt & 0x7f) == 0) { // Check object for older stored attachment point AttachmentPt = group.RootChild.Shape.State; //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 & 0x7f) == 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 //If the numbers are the same, it wants to have the old attachment taken off if ((AttachmentPt & 0x7f) == AttachmentPt) { 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.AbsolutePosition = attachPos; group.RootChild.AttachedPos = attachPos; group.RootChild.IsAttachment = true; group.RootChild.SetParentLocalId(presence.LocalId); group.SetAttachmentPoint(Convert.ToByte(AttachmentPt)); AvatarAttachments attPlugin = presence.RequestModuleInterface <AvatarAttachments>(); if (attPlugin != null) { attPlugin.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, 4, 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(item.ID); //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); } //Now recreate it so that it is selected group.ScheduleGroupUpdate(PrimUpdateFlags.FullUpdate); // In case it is later dropped again, don't let // it get cleaned up group.RootChild.RemFlag(PrimFlags.TemporaryOnRez); group.HasGroupChanged = false; m_scene.EventManager.TriggerOnAttach(localID, group.RootChild.FromUserInventoryItemID, remoteClient.AgentId); }