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Author SHA1 Message Date
Justin Clark-Casey (justincc) ed0878ca23 minor: Make log class names in InventoryAccessModule uniform 2012-05-24 01:23:20 +01:00
Justin Clark-Casey (justincc) 54c222be26 Fix bug where an avatar that had an object they owned attached through llAttachToAvatar() or osForceAttachToAvatar() would wrongly have next permissions come into play when they detached that object and rezzed it in scene.
This is because the attachments module code was setting the 'object slam' bit by using PermissionMask.All
Solution here is to route the attachment item creation call through the existing inventory code in BasicInventoryAccessModule rather than copy/pasted code in AttachmentsModule itself.
2012-05-24 01:23:09 +01:00
8 changed files with 165 additions and 179 deletions
@@ -49,6 +49,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
private Scene m_scene;
private IDialogModule m_dialogModule;
private IInventoryAccessModule m_invAccessModule;
/// <summary>
/// Are attachments enabled?
@@ -87,7 +88,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
m_scene.EventManager.OnNewClient -= SubscribeToClientEvents;
}
public void RegionLoaded(Scene scene) {}
public void RegionLoaded(Scene scene)
{
m_invAccessModule = m_scene.RequestModuleInterface<IInventoryAccessModule>();
}
public void Close()
{
@@ -576,90 +580,23 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
/// <returns>The user inventory item created that holds the attachment.</returns>
private InventoryItemBase AddSceneObjectAsNewAttachmentInInv(IScenePresence sp, SceneObjectGroup grp)
{
if (m_invAccessModule == null)
return null;
// m_log.DebugFormat(
// "[ATTACHMENTS MODULE]: Called AddSceneObjectAsAttachment for object {0} {1} for {2}",
// grp.Name, grp.LocalId, remoteClient.Name);
Vector3 inventoryStoredPosition = new Vector3
(((grp.AbsolutePosition.X > (int)Constants.RegionSize)
? Constants.RegionSize - 6
: grp.AbsolutePosition.X)
,
(grp.AbsolutePosition.Y > (int)Constants.RegionSize)
? Constants.RegionSize - 6
: grp.AbsolutePosition.Y,
grp.AbsolutePosition.Z);
Vector3 originalPosition = grp.AbsolutePosition;
grp.AbsolutePosition = inventoryStoredPosition;
// If we're being called from a script, then trying to serialize that same script's state will not complete
// in any reasonable time period. Therefore, we'll avoid it. The worst that can happen is that if
// the client/server crashes rather than logging out normally, the attachment's scripts will resume
// without state on relog. Arguably, this is what we want anyway.
string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp, false);
grp.AbsolutePosition = originalPosition;
AssetBase asset = m_scene.CreateAsset(
grp.GetPartName(grp.LocalId),
grp.GetPartDescription(grp.LocalId),
(sbyte)AssetType.Object,
Utils.StringToBytes(sceneObjectXml),
sp.UUID);
m_scene.AssetService.Store(asset);
InventoryItemBase item = new InventoryItemBase();
item.CreatorId = grp.RootPart.CreatorID.ToString();
item.CreatorData = grp.RootPart.CreatorData;
item.Owner = sp.UUID;
item.ID = UUID.Random();
item.AssetID = asset.FullID;
item.Description = asset.Description;
item.Name = asset.Name;
item.AssetType = asset.Type;
item.InvType = (int)InventoryType.Object;
InventoryFolderBase folder = m_scene.InventoryService.GetFolderForType(sp.UUID, AssetType.Object);
if (folder != null)
item.Folder = folder.ID;
else // oopsies
item.Folder = UUID.Zero;
if ((sp.UUID != grp.RootPart.OwnerID) && m_scene.Permissions.PropagatePermissions())
{
item.BasePermissions = grp.RootPart.NextOwnerMask;
item.CurrentPermissions = grp.RootPart.NextOwnerMask;
item.NextPermissions = grp.RootPart.NextOwnerMask;
item.EveryOnePermissions = grp.RootPart.EveryoneMask & grp.RootPart.NextOwnerMask;
item.GroupPermissions = grp.RootPart.GroupMask & grp.RootPart.NextOwnerMask;
}
else
{
item.BasePermissions = grp.RootPart.BaseMask;
item.CurrentPermissions = grp.RootPart.OwnerMask;
item.NextPermissions = grp.RootPart.NextOwnerMask;
item.EveryOnePermissions = grp.RootPart.EveryoneMask;
item.GroupPermissions = grp.RootPart.GroupMask;
}
item.CreationDate = Util.UnixTimeSinceEpoch();
InventoryItemBase newItem = m_invAccessModule.CopyToInventory(
DeRezAction.TakeCopy,
m_scene.InventoryService.GetFolderForType(sp.UUID, AssetType.Object).ID,
new List<SceneObjectGroup> { grp },
sp.ControllingClient, true)[0];
// sets itemID so client can show item as 'attached' in inventory
grp.FromItemID = item.ID;
grp.FromItemID = newItem.ID;
if (m_scene.AddInventoryItem(item))
{
sp.ControllingClient.SendInventoryItemCreateUpdate(item, 0);
}
else
{
if (m_dialogModule != null)
m_dialogModule.SendAlertToUser(sp.ControllingClient, "Operation failed");
}
return item;
return newItem;
}
// What makes this method odd and unique is it tries to detach using an UUID.... Yay for standards.
@@ -707,70 +644,69 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
private SceneObjectGroup RezSingleAttachmentFromInventoryInternal(
IScenePresence sp, UUID itemID, UUID assetID, uint attachmentPt)
{
IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>();
if (invAccess != null)
if (m_invAccessModule == null)
return null;
lock (sp.AttachmentsSyncLock)
{
lock (sp.AttachmentsSyncLock)
SceneObjectGroup objatt;
if (itemID != UUID.Zero)
objatt = m_invAccessModule.RezObject(sp.ControllingClient,
itemID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true,
false, false, sp.UUID, true);
else
objatt = m_invAccessModule.RezObject(sp.ControllingClient,
null, assetID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true,
false, false, sp.UUID, true);
// m_log.DebugFormat(
// "[ATTACHMENTS MODULE]: Retrieved single object {0} for attachment to {1} on point {2}",
// objatt.Name, remoteClient.Name, AttachmentPt);
if (objatt != null)
{
SceneObjectGroup objatt;
// HasGroupChanged is being set from within RezObject. Ideally it would be set by the caller.
objatt.HasGroupChanged = false;
bool tainted = false;
if (attachmentPt != 0 && attachmentPt != objatt.AttachmentPoint)
tainted = true;
if (itemID != UUID.Zero)
objatt = invAccess.RezObject(sp.ControllingClient,
itemID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true,
false, false, sp.UUID, true);
else
objatt = invAccess.RezObject(sp.ControllingClient,
null, assetID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true,
false, false, sp.UUID, true);
// m_log.DebugFormat(
// "[ATTACHMENTS MODULE]: Retrieved single object {0} for attachment to {1} on point {2}",
// objatt.Name, remoteClient.Name, AttachmentPt);
if (objatt != null)
// This will throw if the attachment fails
try
{
// HasGroupChanged is being set from within RezObject. Ideally it would be set by the caller.
objatt.HasGroupChanged = false;
bool tainted = false;
if (attachmentPt != 0 && attachmentPt != objatt.AttachmentPoint)
tainted = true;
// This will throw if the attachment fails
try
{
AttachObject(sp, objatt, attachmentPt, false);
}
catch (Exception e)
{
m_log.ErrorFormat(
"[ATTACHMENTS MODULE]: Failed to attach {0} {1} for {2}, exception {3}{4}",
objatt.Name, objatt.UUID, sp.Name, e.Message, e.StackTrace);
// Make sure the object doesn't stick around and bail
sp.RemoveAttachment(objatt);
m_scene.DeleteSceneObject(objatt, false);
return null;
}
if (tainted)
objatt.HasGroupChanged = true;
// Fire after attach, so we don't get messy perms dialogs
// 4 == AttachedRez
objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4);
objatt.ResumeScripts();
// Do this last so that event listeners have access to all the effects of the attachment
m_scene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, sp.UUID);
return objatt;
AttachObject(sp, objatt, attachmentPt, false);
}
else
catch (Exception e)
{
m_log.WarnFormat(
"[ATTACHMENTS MODULE]: Could not retrieve item {0} for attaching to avatar {1} at point {2}",
itemID, sp.Name, attachmentPt);
m_log.ErrorFormat(
"[ATTACHMENTS MODULE]: Failed to attach {0} {1} for {2}, exception {3}{4}",
objatt.Name, objatt.UUID, sp.Name, e.Message, e.StackTrace);
// Make sure the object doesn't stick around and bail
sp.RemoveAttachment(objatt);
m_scene.DeleteSceneObject(objatt, false);
return null;
}
if (tainted)
objatt.HasGroupChanged = true;
// Fire after attach, so we don't get messy perms dialogs
// 4 == AttachedRez
objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4);
objatt.ResumeScripts();
// Do this last so that event listeners have access to all the effects of the attachment
m_scene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, sp.UUID);
return objatt;
}
else
{
m_log.WarnFormat(
"[ATTACHMENTS MODULE]: Could not retrieve item {0} for attaching to avatar {1} at point {2}",
itemID, sp.Name, attachmentPt);
}
}
@@ -99,12 +99,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
public void TestAddAttachmentFromGround()
{
TestHelpers.InMethod();
// log4net.Config.XmlConfigurator.Configure();
// TestHelpers.EnableLogging();
AddPresence();
string attName = "att";
SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, attName).ParentGroup;
SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, attName, m_presence.UUID).ParentGroup;
m_attMod.AttachObject(m_presence, so, (uint)AttachmentPoint.Chest, false);
@@ -123,6 +123,15 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
Assert.That(
m_presence.Appearance.GetAttachpoint(attSo.FromItemID),
Is.EqualTo((int)AttachmentPoint.Chest));
InventoryItemBase attachmentItem = scene.InventoryService.GetItem(new InventoryItemBase(attSo.FromItemID));
Assert.That(attachmentItem, Is.Not.Null);
Assert.That(attachmentItem.Name, Is.EqualTo(attName));
InventoryFolderBase targetFolder = scene.InventoryService.GetFolderForType(m_presence.UUID, AssetType.Object);
Assert.That(attachmentItem.Folder, Is.EqualTo(targetFolder.ID));
// TestHelpers.DisableLogging();
}
[Test]
@@ -175,7 +175,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
sbyte assetType,
byte wearableType, uint nextOwnerMask, int creationDate)
{
m_log.DebugFormat("[AGENT INVENTORY]: Received request to create inventory item {0} in folder {1}", name, folderID);
m_log.DebugFormat("[INVENTORY ACCESS MODULE]: Received request to create inventory item {0} in folder {1}", name, folderID);
if (!m_Scene.Permissions.CanCreateUserInventory(invType, remoteClient.AgentId))
return;
@@ -210,7 +210,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
else
{
m_log.ErrorFormat(
"ScenePresence for agent uuid {0} unexpectedly not found in CreateNewInventoryItem",
"[INVENTORY ACCESS MODULE]: ScenePresence for agent uuid {0} unexpectedly not found in CreateNewInventoryItem",
remoteClient.AgentId);
}
}
@@ -288,16 +288,19 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
else
{
m_log.ErrorFormat(
"[AGENT INVENTORY]: Could not find item {0} for caps inventory update",
"[INVENTORY ACCESS MODULE]: Could not find item {0} for caps inventory update",
itemID);
}
return UUID.Zero;
}
public virtual UUID CopyToInventory(DeRezAction action, UUID folderID,
List<SceneObjectGroup> objectGroups, IClientAPI remoteClient)
public virtual List<InventoryItemBase> CopyToInventory(
DeRezAction action, UUID folderID,
List<SceneObjectGroup> objectGroups, IClientAPI remoteClient, bool asAttachment)
{
List<InventoryItemBase> copiedItems = new List<InventoryItemBase>();
Dictionary<UUID, List<SceneObjectGroup>> bundlesToCopy = new Dictionary<UUID, List<SceneObjectGroup>>();
if (CoalesceMultipleObjectsToInventory)
@@ -324,16 +327,16 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
}
}
// This is method scoped and will be returned. It will be the
// last created asset id
UUID assetID = UUID.Zero;
// m_log.DebugFormat(
// "[INVENTORY ACCESS MODULE]: Copying {0} object bundles to folder {1} action {2} for {3}",
// bundlesToCopy.Count, folderID, action, remoteClient.Name);
// Each iteration is really a separate asset being created,
// with distinct destinations as well.
foreach (List<SceneObjectGroup> bundle in bundlesToCopy.Values)
assetID = CopyBundleToInventory(action, folderID, bundle, remoteClient);
copiedItems.Add(CopyBundleToInventory(action, folderID, bundle, remoteClient, asAttachment));
return assetID;
return copiedItems;
}
/// <summary>
@@ -344,12 +347,13 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
/// <param name="folderID"></param>
/// <param name="objlist"></param>
/// <param name="remoteClient"></param>
/// <returns></returns>
protected UUID CopyBundleToInventory(
DeRezAction action, UUID folderID, List<SceneObjectGroup> objlist, IClientAPI remoteClient)
/// <param name="asAttachment">Should be true if the bundle is being copied as an attachment. This prevents
/// attempted serialization of any script state which would abort any operating scripts.</param>
/// <returns>The inventory item created by the copy</returns>
protected InventoryItemBase CopyBundleToInventory(
DeRezAction action, UUID folderID, List<SceneObjectGroup> objlist, IClientAPI remoteClient,
bool asAttachment)
{
UUID assetID = UUID.Zero;
CoalescedSceneObjects coa = new CoalescedSceneObjects(UUID.Zero);
Dictionary<UUID, Vector3> originalPositions = new Dictionary<UUID, Vector3>();
@@ -385,18 +389,27 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
string itemXml;
// If we're being called from a script, then trying to serialize that same script's state will not complete
// in any reasonable time period. Therefore, we'll avoid it. The worst that can happen is that if
// the client/server crashes rather than logging out normally, the attachment's scripts will resume
// without state on relog. Arguably, this is what we want anyway.
if (objlist.Count > 1)
itemXml = CoalescedSceneObjectsSerializer.ToXml(coa);
itemXml = CoalescedSceneObjectsSerializer.ToXml(coa, !asAttachment);
else
itemXml = SceneObjectSerializer.ToOriginalXmlFormat(objlist[0]);
itemXml = SceneObjectSerializer.ToOriginalXmlFormat(objlist[0], !asAttachment);
// Restore the position of each group now that it has been stored to inventory.
foreach (SceneObjectGroup objectGroup in objlist)
objectGroup.AbsolutePosition = originalPositions[objectGroup.UUID];
InventoryItemBase item = CreateItemForObject(action, remoteClient, objlist[0], folderID);
// m_log.DebugFormat(
// "[INVENTORY ACCESS MODULE]: Created item is {0}",
// item != null ? item.ID.ToString() : "NULL");
if (item == null)
return UUID.Zero;
return null;
// Can't know creator is the same, so null it in inventory
if (objlist.Count > 1)
@@ -406,7 +419,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
}
else
{
item.CreatorId = objlist[0].RootPart.CreatorID.ToString();
item.CreatorId = objlist[0].RootPart.CreatorID.ToString();
item.CreatorData = objlist[0].RootPart.CreatorData;
item.SaleType = objlist[0].RootPart.ObjectSaleType;
item.SalePrice = objlist[0].RootPart.SalePrice;
}
@@ -419,8 +433,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
objlist[0].OwnerID.ToString());
m_Scene.AssetService.Store(asset);
item.AssetID = asset.FullID;
assetID = asset.FullID;
item.AssetID = asset.FullID;
if (DeRezAction.SaveToExistingUserInventoryItem == action)
{
@@ -453,9 +466,9 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
// This is a hook to do some per-asset post-processing for subclasses that need that
if (remoteClient != null)
ExportAsset(remoteClient.AgentId, assetID);
ExportAsset(remoteClient.AgentId, asset.FullID);
return assetID;
return item;
}
protected virtual void ExportAsset(UUID agentID, UUID assetID)
@@ -592,7 +605,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
if (null == item)
{
m_log.DebugFormat(
"[AGENT INVENTORY]: Object {0} {1} scheduled for save to inventory has already been deleted.",
"[INVENTORY ACCESS MODULE]: Object {0} {1} scheduled for save to inventory has already been deleted.",
so.Name, so.UUID);
return null;
@@ -643,7 +656,6 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
{
// Catch all. Use lost & found
//
folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.LostAndFoundFolder);
}
}
@@ -694,7 +706,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
if (item == null)
{
m_log.WarnFormat(
"[InventoryAccessModule]: Could not find item {0} for {1} in RezObject()",
"[INVENTORY ACCESS MODULE]: Could not find item {0} for {1} in RezObject()",
itemID, remoteClient.Name);
return null;
@@ -726,7 +738,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
else
{
m_log.WarnFormat(
"[InventoryAccessModule]: Could not find asset {0} for {1} in RezObject()",
"[INVENTORY ACCESS MODULE]: Could not find asset {0} for {1} in RezObject()",
assetID, remoteClient.Name);
}
@@ -803,7 +815,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
group = objlist[i];
// m_log.DebugFormat(
// "[InventoryAccessModule]: Preparing to rez {0} {1} {2} ownermask={3:X} nextownermask={4:X} groupmask={5:X} everyonemask={6:X} for {7}",
// "[INVENTORY ACCESS MODULE]: Preparing to rez {0} {1} {2} ownermask={3:X} nextownermask={4:X} groupmask={5:X} everyonemask={6:X} for {7}",
// group.Name, group.LocalId, group.UUID,
// group.RootPart.OwnerMask, group.RootPart.NextOwnerMask, group.RootPart.GroupMask, group.RootPart.EveryoneMask,
// remoteClient.Name);
@@ -811,7 +823,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
// Vector3 storedPosition = group.AbsolutePosition;
if (group.UUID == UUID.Zero)
{
m_log.Debug("[InventoryAccessModule]: Object has UUID.Zero! Position 3");
m_log.Debug("[INVENTORY ACCESS MODULE]: Object has UUID.Zero! Position 3");
}
foreach (SceneObjectPart part in group.Parts)
@@ -874,7 +886,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
}
// m_log.DebugFormat(
// "[InventoryAccessModule]: Rezzed {0} {1} {2} ownermask={3:X} nextownermask={4:X} groupmask={5:X} everyonemask={6:X} for {7}",
// "[INVENTORY ACCESS MODULE]: Rezzed {0} {1} {2} ownermask={3:X} nextownermask={4:X} groupmask={5:X} everyonemask={6:X} for {7}",
// group.Name, group.LocalId, group.UUID,
// group.RootPart.OwnerMask, group.RootPart.NextOwnerMask, group.RootPart.GroupMask, group.RootPart.EveryoneMask,
// remoteClient.Name);
@@ -959,8 +971,9 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
so.FromFolderID = item.Folder;
// Console.WriteLine("rootPart.OwnedID {0}, item.Owner {1}, item.CurrentPermissions {2:X}",
// rootPart.OwnerID, item.Owner, item.CurrentPermissions);
// m_log.DebugFormat(
// "[INVENTORY ACCESS MODULE]: rootPart.OwnedID {0}, item.Owner {1}, item.CurrentPermissions {2:X}",
// rootPart.OwnerID, item.Owner, item.CurrentPermissions);
if ((rootPart.OwnerID != item.Owner) ||
(item.CurrentPermissions & 16) != 0)
@@ -1083,7 +1096,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
if (assetRequestItem.AssetID != requestID)
{
m_log.WarnFormat(
"[CLIENT]: {0} requested asset {1} from item {2} but this does not match item's asset {3}",
"[INVENTORY ACCESS MODULE]: {0} requested asset {1} from item {2} but this does not match item's asset {3}",
Name, requestID, itemID, assetRequestItem.AssetID);
return false;
@@ -49,11 +49,15 @@ namespace OpenSim.Region.Framework.Interfaces
/// <param name="folderID"></param>
/// <param name="objectGroups"></param>
/// <param name="remoteClient"></param>
/// <param name="asAttachment">
/// Should be true if the object(s) are begin taken as attachments. False otherwise.
/// </param>
/// <returns>
/// Returns the UUID of the newly created item asset (not the item itself).
/// FIXME: This is not very useful. It would be far more useful to return a list of items instead.
/// A list of the items created. If there was more than one object and objects are not being coaleseced in
/// inventory, then the order of items is in the same order as the input objects.
/// </returns>
UUID CopyToInventory(DeRezAction action, UUID folderID, List<SceneObjectGroup> objectGroups, IClientAPI remoteClient);
List<InventoryItemBase> CopyToInventory(
DeRezAction action, UUID folderID, List<SceneObjectGroup> objectGroups, IClientAPI remoteClient, bool asAttachment);
/// <summary>
/// Rez an object into the scene from the user's inventory
@@ -155,7 +155,7 @@ namespace OpenSim.Region.Framework.Scenes
{
IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>();
if (invAccess != null)
invAccess.CopyToInventory(x.action, x.folderID, x.objectGroups, x.remoteClient);
invAccess.CopyToInventory(x.action, x.folderID, x.objectGroups, x.remoteClient, false);
if (x.permissionToDelete)
{
@@ -1027,10 +1027,16 @@ namespace OpenSim.Region.Framework.Scenes
public void ApplyNextOwnerPermissions()
{
Util.PrintCallStack();
lock (m_items)
{
foreach (TaskInventoryItem item in m_items.Values)
{
// m_log.DebugFormat (
// "[SCENE OBJECT PART INVENTORY]: Applying next permissions {0} to {1} in {2} with current {3}, base {4}, everyone {5}",
// item.NextPermissions, item.Name, m_part.Name, item.CurrentPermissions, item.BasePermissions, item.EveryonePermissions);
if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
{
if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
@@ -1040,6 +1046,7 @@ namespace OpenSim.Region.Framework.Scenes
if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
}
item.CurrentPermissions &= item.NextPermissions;
item.BasePermissions &= item.NextPermissions;
item.EveryonePermissions &= item.NextPermissions;
@@ -47,14 +47,30 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
/// </remarks>
public class CoalescedSceneObjectsSerializer
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
/// <summary>
/// Serialize coalesced objects to Xml
/// </summary>
/// <param name="coa"></param>
/// <param name="doScriptStates">
/// If true then serialize script states. This will halt any running scripts
/// </param>
/// <returns></returns>
public static string ToXml(CoalescedSceneObjects coa)
{
return ToXml(coa, true);
}
/// <summary>
/// Serialize coalesced objects to Xml
/// </summary>
/// <param name="coa"></param>
/// <param name="doScriptStates">
/// If true then serialize script states. This will halt any running scripts
/// </param>
/// <returns></returns>
public static string ToXml(CoalescedSceneObjects coa, bool doScriptStates)
{
using (StringWriter sw = new StringWriter())
{
@@ -91,7 +107,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
writer.WriteAttributeString("offsety", offsets[i].Y.ToString());
writer.WriteAttributeString("offsetz", offsets[i].Z.ToString());
SceneObjectSerializer.ToOriginalXmlFormat(obj, writer, true);
SceneObjectSerializer.ToOriginalXmlFormat(obj, writer, doScriptStates);
writer.WriteEndElement(); // SceneObjectGroup
}
+4 -3
View File
@@ -566,7 +566,7 @@ namespace OpenSim.Tests.Common
/// <returns></returns>
public static SceneObjectPart AddSceneObject(Scene scene)
{
return AddSceneObject(scene, "Test Object");
return AddSceneObject(scene, "Test Object", UUID.Zero);
}
/// <summary>
@@ -574,10 +574,11 @@ namespace OpenSim.Tests.Common
/// </summary>
/// <param name="scene"></param>
/// <param name="name"></param>
/// <param name="ownerId"></param>
/// <returns></returns>
public static SceneObjectPart AddSceneObject(Scene scene, string name)
public static SceneObjectPart AddSceneObject(Scene scene, string name, UUID ownerId)
{
SceneObjectPart part = CreateSceneObjectPart(name, UUID.Random(), UUID.Zero);
SceneObjectPart part = CreateSceneObjectPart(name, UUID.Random(), ownerId);
//part.UpdatePrimFlags(false, false, true);
//part.ObjectFlags |= (uint)PrimFlags.Phantom;