public SceneObjectGroup GetRezReadySceneObject(TaskInventoryItem item) { AssetBase rezAsset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString()); if (null == rezAsset) { m_log.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.Data); SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData); group.ResetIDs(); SceneObjectPart 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; SceneObjectPart[] partList = group.Parts; group.SetGroup(m_part.GroupID, null); if ((rootPart.OwnerID != item.OwnerID) || (item.CurrentPermissions & 16) != 0) { if (m_part.ParentGroup.Scene.Permissions.PropagatePermissions()) { foreach (SceneObjectPart part in partList) { part.EveryoneMask = item.EveryonePermissions; part.NextOwnerMask = item.NextPermissions; } group.ApplyNextOwnerPermissions(); } } foreach (SceneObjectPart 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); }
private SceneObjectGroup RezSingleObjectToWorld(IClientAPI remoteClient, UUID itemID, SceneObjectGroup group, Vector3 RayEnd, Vector3 RayStart, UUID RayTargetID, byte BypassRayCast, byte bRayEndIsIntersection, bool RezSelected, bool attachment, Vector3 pos, string name, string description, IInventoryItem item, ItemPermissionBlock itemPermissions, int? startParam, UUID? newAvatarGroupId, UUID? rezzedByObjectUUID) { bool ownerChanged = false; // record this for the CHANGED_OWNER changed event if (IsBadUserLoad(group)) { if (remoteClient != null) remoteClient.SendAgentAlertMessage("You are currently not allowed to rez objects in this region.", false); return null; // already reported above } if (IsBlacklistedLoad(group)) { if (remoteClient != null) remoteClient.SendAgentAlertMessage("Cannot rez blacklisted object '" + group.Name + "'.", false); return null; // already reported above } //set the group here so that positioning in world will enable/disable the //script correctly based on the group the use is currently in // Initialize the server weight (LI) group.RecalcPrimWeights(); group.RezzedFromFolderId = item.Folder; //group.FromAssetId = item.AssetID; //not needed yet if (newAvatarGroupId.HasValue) { //set the object's land group group.SetGroup(newAvatarGroupId.Value, null); } if (attachment) { group.SetFromItemID(itemID); } else { group.RootPart.SetGroupPositionDirect(pos); if (RezSelected) { //also tell the client there is a new object being rezzed foreach (SceneObjectPart part in group.GetParts()) { part.AddFlag(PrimFlags.CreateSelected); } } } SceneObjectPart rootPart = group.GetChildPart(group.UUID); if (rootPart == null) { string what = "object "; if (attachment) what = " attachment "; m_log.Error("[AGENT INVENTORY]: Error rezzing ItemID: " + itemID + what + " root part not found."); return null; } // 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 = name; rootPart.Description = description; var partList = group.GetParts(); foreach (SceneObjectPart part in partList) { /// This fixes inconsistencies between this part and the root part. /// In the past, there was a bug in Link operations that did not force /// these permissions on child prims when linking. part.SyncChildPermsWithRoot(); } if (rootPart.OwnerID != item.Owner) { if (Permissions.PropagatePermissions()) { if ((itemPermissions.CurrentPermissions & ScenePermBits.SLAM) != 0) { // enforce slam bit, apply item perms to the group parts foreach (SceneObjectPart part in partList) { part.EveryoneMask = item.EveryOnePermissions; part.NextOwnerMask = item.NextPermissions; part.GroupMask = 0; // DO NOT propagate here } } group.ApplyNextOwnerPermissions(); } } ownerChanged |= group.Rationalize(item.Owner, false); foreach (SceneObjectPart part in partList) { if (part.OwnerID != item.Owner) { part.LastOwnerID = part.OwnerID; part.OwnerID = item.Owner; part.Inventory.ChangeInventoryOwner(item.Owner); ownerChanged = true; } else if (((itemPermissions.CurrentPermissions & ScenePermBits.SLAM) != 0) && (!attachment)) // Slam! { part.EveryoneMask = itemPermissions.EveryOnePermissions; part.NextOwnerMask = itemPermissions.NextPermissions; part.GroupMask = 0; // DO NOT propagate here } } rootPart.TrimPermissions(); if (!attachment) { if (group.RootPart.IsPrim) { group.ClearPartAttachmentData(); } } if (this.AddObjectToSceneIfPermitted(group, remoteClient, pos, attachment, rezzedByObjectUUID)) { if (ownerChanged) { foreach (SceneObjectPart part in partList) part.TriggerScriptChangedEvent(Changed.OWNER); } if (!attachment) { // Fire on_rez group.CreateScriptInstances(startParam, ScriptStartFlags.PostOnRez, DefaultScriptEngine, (int)ScriptStateSource.PrimData, null); rootPart.ScheduleFullUpdate(PrimUpdateFlags.ForcedFullUpdate); } } else { // The viewer automatically removes no-copy items from inventory on a rez attempt. // Since this one did not rez, it's still in inventory so let's "put it back". if (remoteClient != null) { InventoryItemBase ib = item as InventoryItemBase; if (item != null) { //this is a folder item, not a task item. update the user remoteClient.SendInventoryItemCreateUpdate(ib, 0); } } return null; } return rootPart.ParentGroup; }