* Created an LLUDP folder to hold extensions that are purely LLUDP packet handlers. This is not a complete abstraction away from transport protocols, but it's a start * Moved physics code from Movement.cs into PhysicsSimple.cs, and moved the physics loop into a thread in SceneManager * Simian.ini cleanup git-svn-id: http://libopenmetaverse.googlecode.com/svn/libopenmetaverse/trunk@2490 52acb1d6-8a22-11de-b505-999d5b087335
684 lines
35 KiB
C#
684 lines
35 KiB
C#
using System;
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using System.Collections.Generic;
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using ExtensionLoader;
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using OpenMetaverse;
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using OpenMetaverse.Packets;
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namespace Simian
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{
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public class LLInventory : IExtension<ISceneProvider>
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{
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ISceneProvider scene;
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public LLInventory()
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{
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}
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public bool Start(ISceneProvider scene)
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{
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this.scene = scene;
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scene.UDP.RegisterPacketCallback(PacketType.CreateInventoryItem, CreateInventoryItemHandler);
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scene.UDP.RegisterPacketCallback(PacketType.CreateInventoryFolder, CreateInventoryFolderHandler);
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scene.UDP.RegisterPacketCallback(PacketType.UpdateInventoryItem, UpdateInventoryItemHandler);
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scene.UDP.RegisterPacketCallback(PacketType.FetchInventoryDescendents, FetchInventoryDescendentsHandler);
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scene.UDP.RegisterPacketCallback(PacketType.FetchInventory, FetchInventoryHandler);
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scene.UDP.RegisterPacketCallback(PacketType.CopyInventoryItem, CopyInventoryItemHandler);
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scene.UDP.RegisterPacketCallback(PacketType.MoveInventoryItem, MoveInventoryItemHandler);
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scene.UDP.RegisterPacketCallback(PacketType.MoveInventoryFolder, MoveInventoryFolderHandler);
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scene.UDP.RegisterPacketCallback(PacketType.PurgeInventoryDescendents, PurgeInventoryDescendentsHandler);
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scene.UDP.RegisterPacketCallback(PacketType.DeRezObject, DeRezObjectHandler);
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return true;
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}
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public void Stop()
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{
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}
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void CreateInventoryItemHandler(Packet packet, Agent agent)
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{
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CreateInventoryItemPacket create = (CreateInventoryItemPacket)packet;
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UUID assetID;
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if (create.InventoryBlock.TransactionID != UUID.Zero)
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assetID = UUID.Combine(create.InventoryBlock.TransactionID, agent.SecureSessionID);
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else
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assetID = UUID.Random();
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UUID parentID = (create.InventoryBlock.FolderID != UUID.Zero) ? create.InventoryBlock.FolderID : agent.Info.InventoryRoot;
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AssetType assetType = (AssetType)create.InventoryBlock.Type;
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switch (assetType)
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{
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case AssetType.Gesture:
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Logger.Log("Need to create a default gesture asset!", Helpers.LogLevel.Warning);
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break;
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}
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if (parentID == UUID.Zero)
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parentID = agent.Info.InventoryRoot;
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// Create the inventory item
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InventoryItem item = scene.Server.Inventory.CreateItem(agent.ID, Utils.BytesToString(create.InventoryBlock.Name),
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"Created in Simian", (InventoryType)create.InventoryBlock.InvType, assetType, assetID, parentID,
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PermissionMask.All, (PermissionMask)create.InventoryBlock.NextOwnerMask, agent.ID,
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agent.ID, create.InventoryBlock.TransactionID, create.InventoryBlock.CallbackID);
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// Send a success response
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SendItemCreatedPacket(agent, item, create.InventoryBlock.TransactionID, create.InventoryBlock.CallbackID);
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}
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void CreateInventoryFolderHandler(Packet packet, Agent agent)
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{
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CreateInventoryFolderPacket create = (CreateInventoryFolderPacket)packet;
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UUID folderID = create.FolderData.FolderID;
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if (folderID == UUID.Zero)
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folderID = agent.Info.InventoryRoot;
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scene.Server.Inventory.CreateFolder(agent.ID, folderID, Utils.BytesToString(create.FolderData.Name),
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(AssetType)create.FolderData.Type, create.FolderData.ParentID, agent.ID);
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}
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void UpdateInventoryItemHandler(Packet packet, Agent agent)
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{
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UpdateInventoryItemPacket update = (UpdateInventoryItemPacket)packet;
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// No packet is sent back to the client, we just need to update the
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// inventory item locally
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for (int i = 0; i < update.InventoryData.Length; i++)
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{
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UpdateInventoryItemPacket.InventoryDataBlock block = update.InventoryData[i];
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InventoryObject obj;
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if (scene.Server.Inventory.TryGetInventory(agent.ID, block.ItemID, out obj) && obj is InventoryItem)
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{
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InventoryItem item = (InventoryItem)obj;
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//item.Permissions.BaseMask = (PermissionMask)block.BaseMask;
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item.Permissions.BaseMask = PermissionMask.All;
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//item.Permissions.EveryoneMask = (PermissionMask)block.EveryoneMask;
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item.Permissions.EveryoneMask = PermissionMask.All;
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//item.Permissions.GroupMask = (PermissionMask)block.GroupMask;
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item.Permissions.GroupMask = PermissionMask.All;
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//item.Permissions.NextOwnerMask = (PermissionMask)block.NextOwnerMask;
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item.Permissions.NextOwnerMask = PermissionMask.All;
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//item.Permissions.OwnerMask = (PermissionMask)block.OwnerMask;
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item.Permissions.OwnerMask = PermissionMask.All;
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//block.CRC;
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item.CreationDate = Utils.UnixTimeToDateTime(block.CreationDate);
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item.CreatorID = block.CreatorID;
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item.Name = Utils.BytesToString(block.Description);
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item.Flags = block.Flags;
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item.ParentID = block.FolderID;
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item.GroupID = block.GroupID;
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item.GroupOwned = block.GroupOwned;
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item.InventoryType = (InventoryType)block.InvType;
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item.Name = Utils.BytesToString(block.Name);
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item.OwnerID = block.OwnerID;
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item.SalePrice = block.SalePrice;
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item.SaleType = (SaleType)block.SaleType;
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item.AssetType = (AssetType)block.Type;
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item.AssetID = UUID.Combine(block.TransactionID, agent.SecureSessionID);
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Logger.DebugLog(String.Format(
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"UpdateInventoryItem: CallbackID: {0}, TransactionID: {1}",
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block.CallbackID, block.TransactionID));
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}
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else
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{
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Logger.Log("Received an UpdateInventoryItem packet for unknown inventory item " +
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block.ItemID.ToString(), Helpers.LogLevel.Warning);
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}
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}
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}
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void FetchInventoryDescendentsHandler(Packet packet, Agent agent)
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{
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// A very safe estimate of the fixed minimum packet size
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const int PACKET_OVERHEAD = 96;
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FetchInventoryDescendentsPacket fetch = (FetchInventoryDescendentsPacket)packet;
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bool sendFolders = fetch.InventoryData.FetchFolders;
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bool sendItems = fetch.InventoryData.FetchItems;
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// TODO: Obey SortOrder
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//InventorySortOrder order = (InventorySortOrder)fetch.InventoryData.SortOrder;
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// TODO: Use OwnerID
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// TODO: Do we need to obey InventorySortOrder?
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InventoryObject invObject;
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if (scene.Server.Inventory.TryGetInventory(agent.ID, fetch.InventoryData.FolderID, out invObject) && invObject is InventoryFolder)
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{
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InventoryFolder folder = (InventoryFolder)invObject;
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int descendCount;
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int version;
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List<InventoryItem> items = new List<InventoryItem>();
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List<InventoryFolder> folders = new List<InventoryFolder>();
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InventoryDescendentsPacket.FolderDataBlock[] folderBlocks;
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InventoryDescendentsPacket.ItemDataBlock[] itemBlocks;
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lock (folder.Children.Dictionary)
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{
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// These two are coupled to the actual items in the dictionary,
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// so they are set inside the lock
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descendCount = folder.Children.Count;
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version = folder.Version;
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if (sendItems || sendFolders)
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{
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// Create a list of all of the folders and items under this folder
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folder.Children.ForEach(
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delegate(InventoryObject obj)
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{
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if (obj is InventoryItem)
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items.Add((InventoryItem)obj);
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else
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folders.Add((InventoryFolder)obj);
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}
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);
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}
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}
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if (sendFolders)
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{
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folderBlocks = new InventoryDescendentsPacket.FolderDataBlock[folders.Count];
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for (int i = 0; i < folders.Count; i++)
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{
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InventoryFolder currentFolder = folders[i];
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folderBlocks[i] = new InventoryDescendentsPacket.FolderDataBlock();
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folderBlocks[i].FolderID = currentFolder.ID;
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folderBlocks[i].Name = Utils.StringToBytes(currentFolder.Name);
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folderBlocks[i].ParentID = currentFolder.ParentID;
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folderBlocks[i].Type = (sbyte)currentFolder.PreferredType;
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}
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}
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else
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{
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folderBlocks = new InventoryDescendentsPacket.FolderDataBlock[0];
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}
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if (sendItems)
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{
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itemBlocks = new InventoryDescendentsPacket.ItemDataBlock[items.Count];
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for (int i = 0; i < items.Count; i++)
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{
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InventoryItem currentItem = items[i];
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itemBlocks[i] = new InventoryDescendentsPacket.ItemDataBlock();
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itemBlocks[i].AssetID = currentItem.AssetID;
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itemBlocks[i].BaseMask = (uint)currentItem.Permissions.BaseMask;
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itemBlocks[i].CRC = currentItem.CRC;
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itemBlocks[i].CreationDate = (int)Utils.DateTimeToUnixTime(currentItem.CreationDate);
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itemBlocks[i].CreatorID = currentItem.CreatorID;
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itemBlocks[i].Description = Utils.StringToBytes(currentItem.Description);
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itemBlocks[i].EveryoneMask = (uint)currentItem.Permissions.EveryoneMask;
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itemBlocks[i].Flags = currentItem.Flags;
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itemBlocks[i].FolderID = currentItem.ParentID;
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itemBlocks[i].GroupID = currentItem.GroupID;
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itemBlocks[i].GroupMask = (uint)currentItem.Permissions.GroupMask;
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itemBlocks[i].GroupOwned = currentItem.GroupOwned;
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itemBlocks[i].InvType = (sbyte)currentItem.InventoryType;
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itemBlocks[i].ItemID = currentItem.ID;
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itemBlocks[i].Name = Utils.StringToBytes(currentItem.Name);
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itemBlocks[i].NextOwnerMask = (uint)currentItem.Permissions.NextOwnerMask;
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itemBlocks[i].OwnerID = currentItem.OwnerID;
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itemBlocks[i].OwnerMask = (uint)currentItem.Permissions.OwnerMask;
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itemBlocks[i].SalePrice = currentItem.SalePrice;
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itemBlocks[i].SaleType = (byte)currentItem.SaleType;
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itemBlocks[i].Type = (sbyte)currentItem.AssetType;
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}
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}
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else
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{
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itemBlocks = new InventoryDescendentsPacket.ItemDataBlock[0];
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}
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// FolderDataBlock and ItemDataBlock are both variable and possibly very large,
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// so we handle the splitting separately. This could be replaced by some custom
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// splitting
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if (folderBlocks.Length > 0)
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{
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List<int> splitPoints = Helpers.SplitBlocks(folderBlocks, PACKET_OVERHEAD);
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Logger.DebugLog(String.Format("Sending {0} InventoryDescendents packets containing {1} folders",
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splitPoints.Count, folderBlocks.Length));
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for (int i = 0; i < splitPoints.Count; i++)
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{
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int count = (i != splitPoints.Count - 1) ? splitPoints[i + 1] - splitPoints[i] :
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folderBlocks.Length - splitPoints[i];
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InventoryDescendentsPacket descendents = new InventoryDescendentsPacket();
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descendents.AgentData.AgentID = agent.ID;
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descendents.AgentData.FolderID = folder.ID;
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descendents.AgentData.OwnerID = folder.OwnerID;
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descendents.AgentData.Descendents = descendCount;
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descendents.AgentData.Version = version;
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descendents.FolderData = new InventoryDescendentsPacket.FolderDataBlock[count];
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descendents.ItemData = new InventoryDescendentsPacket.ItemDataBlock[0];
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for (int j = 0; j < count; j++)
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descendents.FolderData[j] = folderBlocks[splitPoints[i] + j];
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scene.UDP.SendPacket(agent.ID, descendents, PacketCategory.Inventory);
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}
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}
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else
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{
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Logger.DebugLog("Sending a single InventoryDescendents for folders");
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InventoryDescendentsPacket descendents = new InventoryDescendentsPacket();
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descendents.AgentData.AgentID = agent.ID;
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descendents.AgentData.FolderID = folder.ID;
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descendents.AgentData.OwnerID = folder.OwnerID;
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descendents.AgentData.Descendents = descendCount;
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descendents.AgentData.Version = version;
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descendents.FolderData = new InventoryDescendentsPacket.FolderDataBlock[0];
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descendents.ItemData = new InventoryDescendentsPacket.ItemDataBlock[0];
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scene.UDP.SendPacket(agent.ID, descendents, PacketCategory.Inventory);
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}
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if (itemBlocks.Length > 0)
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{
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List<int> splitPoints = Helpers.SplitBlocks(itemBlocks, PACKET_OVERHEAD);
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Logger.DebugLog(String.Format("Sending {0} InventoryDescendents packets containing {1} items",
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splitPoints.Count, itemBlocks.Length));
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for (int i = 0; i < splitPoints.Count; i++)
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{
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int count = (i != splitPoints.Count - 1) ? splitPoints[i + 1] - splitPoints[i] :
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itemBlocks.Length - splitPoints[i];
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InventoryDescendentsPacket descendents = new InventoryDescendentsPacket();
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descendents.AgentData.AgentID = agent.ID;
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descendents.AgentData.FolderID = folder.ID;
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descendents.AgentData.OwnerID = folder.OwnerID;
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descendents.AgentData.Descendents = descendCount;
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descendents.AgentData.Version = version;
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descendents.FolderData = new InventoryDescendentsPacket.FolderDataBlock[0];
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descendents.ItemData = new InventoryDescendentsPacket.ItemDataBlock[count];
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for (int j = 0; j < count; j++)
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descendents.ItemData[j] = itemBlocks[splitPoints[i] + j];
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scene.UDP.SendPacket(agent.ID, descendents, PacketCategory.Inventory);
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}
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}
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}
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else
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{
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Logger.Log("FetchInventoryDescendents called for an unknown folder " + fetch.InventoryData.FolderID,
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Helpers.LogLevel.Warning);
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}
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}
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void FetchInventoryHandler(Packet packet, Agent agent)
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{
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// This is probably too large, but better to be on the safe side
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const int PACKET_OVERHEAD = 32;
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FetchInventoryPacket fetch = (FetchInventoryPacket)packet;
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// Create all of the blocks first. These will be split up into different packets
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FetchInventoryReplyPacket.InventoryDataBlock[] blocks =
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new FetchInventoryReplyPacket.InventoryDataBlock[fetch.InventoryData.Length];
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for (int i = 0; i < fetch.InventoryData.Length; i++)
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{
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UUID itemID = fetch.InventoryData[i].ItemID;
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blocks[i] = new FetchInventoryReplyPacket.InventoryDataBlock();
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blocks[i].ItemID = itemID;
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InventoryObject obj;
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if (scene.Server.Inventory.TryGetInventory(agent.ID, itemID, out obj) && obj is InventoryItem)
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{
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InventoryItem item = (InventoryItem)obj;
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blocks[i].AssetID = item.AssetID;
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blocks[i].BaseMask = (uint)item.Permissions.BaseMask;
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blocks[i].CRC = item.CRC;
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blocks[i].CreationDate = (int)Utils.DateTimeToUnixTime(item.CreationDate);
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blocks[i].CreatorID = item.CreatorID;
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blocks[i].Description = Utils.StringToBytes(item.Description);
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blocks[i].EveryoneMask = (uint)item.Permissions.EveryoneMask;
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blocks[i].Flags = item.Flags;
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blocks[i].FolderID = item.ParentID;
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blocks[i].GroupID = item.GroupID;
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blocks[i].GroupMask = (uint)item.Permissions.GroupMask;
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blocks[i].GroupOwned = item.GroupOwned;
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blocks[i].InvType = (sbyte)item.InventoryType;
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blocks[i].Name = Utils.StringToBytes(item.Name);
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blocks[i].NextOwnerMask = (uint)item.Permissions.NextOwnerMask;
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blocks[i].OwnerID = item.OwnerID;
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blocks[i].OwnerMask = (uint)item.Permissions.OwnerMask;
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blocks[i].SalePrice = item.SalePrice;
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blocks[i].SaleType = (byte)item.SaleType;
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blocks[i].Type = (sbyte)item.AssetType;
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}
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else
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{
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Logger.Log("FetchInventory called for an unknown item " + itemID.ToString(),
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Helpers.LogLevel.Warning);
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blocks[i].Name = Utils.EmptyBytes;
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blocks[i].Description = Utils.EmptyBytes;
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}
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}
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// Split the blocks up into multiple packets
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List<int> splitPoints = Helpers.SplitBlocks(blocks, PACKET_OVERHEAD);
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for (int i = 0; i < splitPoints.Count; i++)
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{
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int count = (i != splitPoints.Count - 1) ? splitPoints[i + 1] - splitPoints[i] :
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blocks.Length - splitPoints[i];
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FetchInventoryReplyPacket reply = new FetchInventoryReplyPacket();
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reply.AgentData.AgentID = agent.ID;
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reply.InventoryData = new FetchInventoryReplyPacket.InventoryDataBlock[count];
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for (int j = 0; j < count; j++)
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reply.InventoryData[j] = blocks[splitPoints[i] + j];
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scene.UDP.SendPacket(agent.ID, reply, PacketCategory.Inventory);
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}
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}
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void CopyInventoryItemHandler(Packet packet, Agent agent)
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{
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CopyInventoryItemPacket copy = (CopyInventoryItemPacket)packet;
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for (int i = 0; i < copy.InventoryData.Length; i++)
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{
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CopyInventoryItemPacket.InventoryDataBlock block = copy.InventoryData[i];
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// TODO: This allows someone to copy objects from another
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// agent's inventory. Should we allow that, or do any
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// permission checks?
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// Get the original object
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InventoryObject obj;
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if (scene.Server.Inventory.TryGetInventory(agent.ID, block.OldItemID, out obj) && obj is InventoryItem)
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{
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InventoryItem item = (InventoryItem)obj;
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// Get the new folder
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InventoryObject folderObj;
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if (scene.Server.Inventory.TryGetInventory(agent.ID, block.NewFolderID, out folderObj) && folderObj is InventoryFolder)
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{
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string newName = Utils.BytesToString(block.NewName);
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if (String.IsNullOrEmpty(newName))
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newName = item.Name;
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// Create the copy
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InventoryItem newItem = scene.Server.Inventory.CreateItem(agent.ID, newName, item.Description, item.InventoryType,
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item.AssetType, item.AssetID, folderObj.ID, item.Permissions.OwnerMask, item.Permissions.NextOwnerMask,
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agent.ID, item.CreatorID, UUID.Zero, block.CallbackID);
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SendItemCreatedPacket(agent, newItem, UUID.Zero, block.CallbackID);
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}
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else
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{
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Logger.Log("CopyInventoryItem called with an unknown target folder " + block.NewFolderID,
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Helpers.LogLevel.Warning);
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}
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}
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else
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{
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Logger.Log("CopyInventoryItem called for an unknown item " + block.OldItemID,
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Helpers.LogLevel.Warning);
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}
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}
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}
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void MoveInventoryItemHandler(Packet packet, Agent agent)
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{
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MoveInventoryItemPacket move = (MoveInventoryItemPacket)packet;
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// TODO: What is move.AgentData.Stamp for?
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List<InventoryObject> objs = new List<InventoryObject>(move.InventoryData.Length);
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for (int i = 0; i < move.InventoryData.Length; i++)
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{
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MoveInventoryItemPacket.InventoryDataBlock block = move.InventoryData[i];
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UUID newFolderID = block.FolderID;
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if (newFolderID == UUID.Zero)
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newFolderID = agent.Info.InventoryRoot;
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InventoryObject obj = scene.Server.Inventory.MoveInventory(agent.ID, block.ItemID, newFolderID,
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Utils.BytesToString(block.NewName), UUID.Zero, 0);
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|
|
if (obj != null) objs.Add(obj);
|
|
}
|
|
|
|
SendBulkUpdate(agent, objs, UUID.Zero, 0);
|
|
}
|
|
|
|
void MoveInventoryFolderHandler(Packet packet, Agent agent)
|
|
{
|
|
MoveInventoryFolderPacket move = (MoveInventoryFolderPacket)packet;
|
|
// TODO: What is move.AgentData.Stamp for?
|
|
|
|
List<InventoryObject> objs = new List<InventoryObject>(move.InventoryData.Length);
|
|
|
|
for (int i = 0; i < move.InventoryData.Length; i++)
|
|
{
|
|
MoveInventoryFolderPacket.InventoryDataBlock block = move.InventoryData[i];
|
|
UUID newFolderID = block.ParentID;
|
|
if (newFolderID == UUID.Zero)
|
|
newFolderID = agent.Info.InventoryRoot;
|
|
InventoryObject obj = scene.Server.Inventory.MoveInventory(agent.ID, block.FolderID, newFolderID,
|
|
null, UUID.Zero, 0);
|
|
|
|
if (obj != null) objs.Add(obj);
|
|
}
|
|
|
|
SendBulkUpdate(agent, objs, UUID.Zero, 0);
|
|
}
|
|
|
|
void PurgeInventoryDescendentsHandler(Packet packet, Agent agent)
|
|
{
|
|
PurgeInventoryDescendentsPacket purge = (PurgeInventoryDescendentsPacket)packet;
|
|
scene.Server.Inventory.PurgeFolder(agent.ID, purge.InventoryData.FolderID);
|
|
}
|
|
|
|
void DeRezObjectHandler(Packet packet, Agent agent)
|
|
{
|
|
DeRezObjectPacket derez = (DeRezObjectPacket)packet;
|
|
DeRezDestination destination = (DeRezDestination)derez.AgentBlock.Destination;
|
|
|
|
// TODO: Check permissions
|
|
for (int i = 0; i < derez.ObjectData.Length; i++)
|
|
{
|
|
uint localID = derez.ObjectData[i].ObjectLocalID;
|
|
|
|
SimulationObject obj;
|
|
if (scene.TryGetObject(localID, out obj))
|
|
{
|
|
switch (destination)
|
|
{
|
|
case DeRezDestination.AgentInventorySave:
|
|
Logger.Log("DeRezObject: Got an AgentInventorySave, DestID: " +
|
|
derez.AgentBlock.DestinationID.ToString(), Helpers.LogLevel.Warning);
|
|
break;
|
|
case DeRezDestination.AgentInventoryCopy:
|
|
Logger.Log("DeRezObject: Got an AgentInventorySave, DestID: " +
|
|
derez.AgentBlock.DestinationID.ToString(), Helpers.LogLevel.Warning);
|
|
break;
|
|
case DeRezDestination.TaskInventory:
|
|
Logger.Log("DeRezObject: Got a TaskInventory, DestID: " +
|
|
derez.AgentBlock.DestinationID.ToString(), Helpers.LogLevel.Warning);
|
|
break;
|
|
case DeRezDestination.Attachment:
|
|
Logger.Log("DeRezObject: Got an Attachment, DestID: " +
|
|
derez.AgentBlock.DestinationID.ToString(), Helpers.LogLevel.Warning);
|
|
break;
|
|
case DeRezDestination.AgentInventoryTake:
|
|
Logger.Log("DeRezObject: Got an AgentInventoryTake, DestID: " +
|
|
derez.AgentBlock.DestinationID.ToString(), Helpers.LogLevel.Warning);
|
|
break;
|
|
case DeRezDestination.ForceToGodInventory:
|
|
Logger.Log("DeRezObject: Got a ForceToGodInventory, DestID: " +
|
|
derez.AgentBlock.DestinationID.ToString(), Helpers.LogLevel.Warning);
|
|
break;
|
|
case DeRezDestination.TrashFolder:
|
|
InventoryObject invObj;
|
|
if (scene.Server.Inventory.TryGetInventory(agent.ID, derez.AgentBlock.DestinationID, out invObj) &&
|
|
invObj is InventoryFolder)
|
|
{
|
|
// FIXME: Handle children
|
|
InventoryFolder trash = (InventoryFolder)invObj;
|
|
InventoryItem item = scene.Server.Inventory.CreateItem(agent.ID, obj.Prim.Properties.Name,
|
|
obj.Prim.Properties.Description, InventoryType.Object, AssetType.Object, obj.Prim.ID,
|
|
trash.ID, PermissionMask.All, PermissionMask.All, agent.ID, obj.Prim.Properties.CreatorID,
|
|
derez.AgentBlock.TransactionID, 0);
|
|
scene.ObjectRemove(this, obj.Prim.LocalID);
|
|
|
|
SendItemCreatedPacket(agent, item, derez.AgentBlock.TransactionID, 0);
|
|
Logger.DebugLog(String.Format("Derezzed prim {0} to agent inventory trash", obj.Prim.LocalID));
|
|
}
|
|
else
|
|
{
|
|
Logger.Log("DeRezObject: Got a TrashFolder with an invalid trash folder: " +
|
|
derez.AgentBlock.DestinationID.ToString(), Helpers.LogLevel.Warning);
|
|
}
|
|
break;
|
|
case DeRezDestination.AttachmentToInventory:
|
|
Logger.Log("DeRezObject: Got an AttachmentToInventory, DestID: " +
|
|
derez.AgentBlock.DestinationID.ToString(), Helpers.LogLevel.Warning);
|
|
break;
|
|
case DeRezDestination.AttachmentExists:
|
|
Logger.Log("DeRezObject: Got an AttachmentExists, DestID: " +
|
|
derez.AgentBlock.DestinationID.ToString(), Helpers.LogLevel.Warning);
|
|
break;
|
|
case DeRezDestination.ReturnToOwner:
|
|
Logger.Log("DeRezObject: Got a ReturnToOwner, DestID: " +
|
|
derez.AgentBlock.DestinationID.ToString(), Helpers.LogLevel.Warning);
|
|
break;
|
|
case DeRezDestination.ReturnToLastOwner:
|
|
Logger.Log("DeRezObject: Got a ReturnToLastOwner, DestID: " +
|
|
derez.AgentBlock.DestinationID.ToString(), Helpers.LogLevel.Warning);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void SendItemCreatedPacket(Agent agent, InventoryItem item, UUID transactionID, uint callbackID)
|
|
{
|
|
UpdateCreateInventoryItemPacket update = new UpdateCreateInventoryItemPacket();
|
|
update.AgentData.AgentID = agent.ID;
|
|
update.AgentData.SimApproved = true;
|
|
if (transactionID != UUID.Zero)
|
|
update.AgentData.TransactionID = transactionID;
|
|
else
|
|
update.AgentData.TransactionID = UUID.Random();
|
|
update.InventoryData = new UpdateCreateInventoryItemPacket.InventoryDataBlock[1];
|
|
update.InventoryData[0] = new UpdateCreateInventoryItemPacket.InventoryDataBlock();
|
|
update.InventoryData[0].AssetID = item.AssetID;
|
|
update.InventoryData[0].BaseMask = (uint)item.Permissions.BaseMask;
|
|
update.InventoryData[0].CallbackID = callbackID;
|
|
update.InventoryData[0].CreationDate = (int)Utils.DateTimeToUnixTime(item.CreationDate);
|
|
update.InventoryData[0].CRC = item.CRC;
|
|
update.InventoryData[0].CreatorID = item.CreatorID;
|
|
update.InventoryData[0].Description = Utils.StringToBytes(item.Description);
|
|
update.InventoryData[0].EveryoneMask = (uint)item.Permissions.EveryoneMask;
|
|
update.InventoryData[0].Flags = item.Flags;
|
|
update.InventoryData[0].FolderID = item.ParentID;
|
|
update.InventoryData[0].GroupID = item.GroupID;
|
|
update.InventoryData[0].GroupMask = (uint)item.Permissions.GroupMask;
|
|
update.InventoryData[0].GroupOwned = item.GroupOwned;
|
|
update.InventoryData[0].InvType = (sbyte)item.InventoryType;
|
|
update.InventoryData[0].ItemID = item.ID;
|
|
update.InventoryData[0].Name = Utils.StringToBytes(item.Name);
|
|
update.InventoryData[0].NextOwnerMask = (uint)item.Permissions.NextOwnerMask;
|
|
update.InventoryData[0].OwnerID = item.OwnerID;
|
|
update.InventoryData[0].OwnerMask = (uint)item.Permissions.OwnerMask;
|
|
update.InventoryData[0].SalePrice = item.SalePrice;
|
|
update.InventoryData[0].SaleType = (byte)item.SaleType;
|
|
update.InventoryData[0].Type = (sbyte)item.AssetType;
|
|
|
|
scene.UDP.SendPacket(agent.ID, update, PacketCategory.Inventory);
|
|
}
|
|
|
|
void SendBulkUpdate(Agent agent, List<InventoryObject> objs, UUID transactionID, uint callbackID)
|
|
{
|
|
BulkUpdateInventoryPacket update = new BulkUpdateInventoryPacket();
|
|
update.AgentData.AgentID = agent.ID;
|
|
update.AgentData.TransactionID = transactionID;
|
|
|
|
// Count the number of folders and items
|
|
int items = 0;
|
|
int folders = 0;
|
|
for (int i = 0; i < objs.Count; i++)
|
|
{
|
|
if (objs[i] is InventoryItem)
|
|
++items;
|
|
else
|
|
++folders;
|
|
}
|
|
|
|
update.FolderData = new BulkUpdateInventoryPacket.FolderDataBlock[folders];
|
|
update.ItemData = new BulkUpdateInventoryPacket.ItemDataBlock[items];
|
|
|
|
items = 0;
|
|
folders = 0;
|
|
|
|
for (int i = 0; i < objs.Count; i++)
|
|
{
|
|
InventoryObject obj = objs[i];
|
|
|
|
if (obj is InventoryItem)
|
|
{
|
|
InventoryItem item = (InventoryItem)obj;
|
|
|
|
update.ItemData[items] = new BulkUpdateInventoryPacket.ItemDataBlock();
|
|
update.ItemData[items].AssetID = item.AssetID;
|
|
update.ItemData[items].BaseMask = (uint)item.Permissions.BaseMask;
|
|
update.ItemData[items].CallbackID = callbackID;
|
|
update.ItemData[items].CRC = item.CRC;
|
|
update.ItemData[items].CreationDate = (int)Utils.DateTimeToUnixTime(item.CreationDate);
|
|
update.ItemData[items].CreatorID = item.CreatorID;
|
|
update.ItemData[items].Description = Utils.StringToBytes(item.Description);
|
|
update.ItemData[items].EveryoneMask = (uint)item.Permissions.EveryoneMask;
|
|
update.ItemData[items].Flags = item.Flags;
|
|
update.ItemData[items].FolderID = item.ParentID;
|
|
update.ItemData[items].GroupID = item.GroupID;
|
|
update.ItemData[items].GroupMask = (uint)item.Permissions.GroupMask;
|
|
update.ItemData[items].GroupOwned = item.GroupOwned;
|
|
update.ItemData[items].InvType = (sbyte)item.InventoryType;
|
|
update.ItemData[items].ItemID = item.ID;
|
|
update.ItemData[items].Name = Utils.StringToBytes(item.Name);
|
|
update.ItemData[items].NextOwnerMask = (uint)item.Permissions.NextOwnerMask;
|
|
update.ItemData[items].OwnerID = item.OwnerID;
|
|
update.ItemData[items].OwnerMask = (uint)item.Permissions.OwnerMask;
|
|
update.ItemData[items].SalePrice = item.SalePrice;
|
|
update.ItemData[items].SaleType = (byte)item.SaleType;
|
|
update.ItemData[items].Type = (sbyte)item.InventoryType;
|
|
|
|
++items;
|
|
}
|
|
else
|
|
{
|
|
InventoryFolder folder = (InventoryFolder)obj;
|
|
|
|
update.FolderData[folders] = new BulkUpdateInventoryPacket.FolderDataBlock();
|
|
update.FolderData[folders].FolderID = folder.ID;
|
|
update.FolderData[folders].Name = Utils.StringToBytes(folder.Name);
|
|
update.FolderData[folders].ParentID = folder.ParentID;
|
|
update.FolderData[folders].Type = (sbyte)folder.PreferredType;
|
|
|
|
++folders;
|
|
}
|
|
}
|
|
|
|
Logger.DebugLog("Sending bulk update for " + items + " items and " + folders + " folders");
|
|
scene.UDP.SendPacket(agent.ID, update, PacketCategory.Inventory);
|
|
}
|
|
}
|
|
}
|