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SingularityViewer/indra/newview/llfloaterbulkpermission.cpp

405 lines
15 KiB
C++

/**
* @file llfloaterbulkpermissions.cpp
* @author Michelle2 Zenovka
* @brief A floater which allows task inventory item's properties to be changed on mass.
*
* $LicenseInfo:firstyear=2008&license=viewergpl$
*
* Copyright (c) 2008-2009, Linden Research, Inc.
*
* Second Life Viewer Source Code
* The source code in this file ("Source Code") is provided by Linden Lab
* to you under the terms of the GNU General Public License, version 2.0
* ("GPL"), unless you have obtained a separate licensing agreement
* ("Other License"), formally executed by you and Linden Lab. Terms of
* the GPL can be found in doc/GPL-license.txt in this distribution, or
* online at http://secondlifegrid.net/programs/open_source/licensing/gplv2
*
* There are special exceptions to the terms and conditions of the GPL as
* it is applied to this Source Code. View the full text of the exception
* in the file doc/FLOSS-exception.txt in this software distribution, or
* online at
* http://secondlifegrid.net/programs/open_source/licensing/flossexception
*
* By copying, modifying or distributing this software, you acknowledge
* that you have read and understood your obligations described above,
* and agree to abide by those obligations.
*
* ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
* WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
* COMPLETENESS OR PERFORMANCE.
* $/LicenseInfo$
*/
#include "llviewerprecompiledheaders.h"
#include "llfloaterbulkpermission.h"
#include "llfloaterperms.h" // for utilities
#include "llagent.h"
#include "llchat.h"
#include "llinventorydefines.h"
#include "llviewerwindow.h"
#include "llviewerobject.h"
#include "llviewerobjectlist.h"
#include "llviewerregion.h"
//#include "lscript_rt_interface.h"
#include "llviewercontrol.h"
#include "llviewerobject.h"
#include "llviewerregion.h"
#include "llresmgr.h"
#include "llbutton.h"
#include "lldir.h"
#include "llviewerstats.h"
#include "lluictrlfactory.h"
#include "llselectmgr.h"
#include "llcheckboxctrl.h"
#include "llnotificationsutil.h"
#include "roles_constants.h" // for GP_OBJECT_MANIPULATE
LLFloaterBulkPermission::LLFloaterBulkPermission(const LLSD& seed)
: LLFloater(),
mDone(FALSE)
{
mID.generate();
mCommitCallbackRegistrar.add("BulkPermission.Help", boost::bind(LLFloaterBulkPermission::onHelpBtn));
mCommitCallbackRegistrar.add("BulkPermission.Apply", boost::bind(&LLFloaterBulkPermission::onApplyBtn, this));
mCommitCallbackRegistrar.add("BulkPermission.Close", boost::bind(&LLFloaterBulkPermission::onCloseBtn, this));
mCommitCallbackRegistrar.add("BulkPermission.CheckAll", boost::bind(&LLFloaterBulkPermission::onCheckAll, this));
mCommitCallbackRegistrar.add("BulkPermission.UncheckAll", boost::bind(&LLFloaterBulkPermission::onUncheckAll, this));
mCommitCallbackRegistrar.add("BulkPermission.CommitCopy", boost::bind(&LLFloaterBulkPermission::onCommitCopy, this));
LLUICtrlFactory::getInstance()->buildFloater(this,"floater_bulk_perms.xml");
childSetEnabled("next_owner_transfer", gSavedSettings.getBOOL("BulkChangeNextOwnerCopy"));
}
void LLFloaterBulkPermission::doApply()
{
// Inspects a stream of selected object contents and adds modifiable ones to the given array.
class ModifiableGatherer : public LLSelectedNodeFunctor
{
public:
ModifiableGatherer(uuid_vec_t& q) : mQueue(q) {}
virtual bool apply(LLSelectNode* node)
{
if( node->allowOperationOnNode(PERM_MODIFY, GP_OBJECT_MANIPULATE) )
{
mQueue.push_back(node->getObject()->getID());
}
return true;
}
private:
uuid_vec_t& mQueue;
};
LLScrollListCtrl* list = getChild<LLScrollListCtrl>("queue output");
list->deleteAllItems();
ModifiableGatherer gatherer(mObjectIDs);
LLSelectMgr::getInstance()->getSelection()->applyToNodes(&gatherer);
if(mObjectIDs.empty())
{
list->setCommentText(getString("nothing_to_modify_text"));
}
else
{
mDone = FALSE;
if (!start())
{
LL_WARNS() << "Unexpected bulk permission change failure." << LL_ENDL;
}
}
}
// This is the callback method for the viewer object currently being
// worked on.
// NOT static, virtual!
void LLFloaterBulkPermission::inventoryChanged(LLViewerObject* viewer_object,
LLInventoryObject::object_list_t* inv,
S32,
void* q_id)
{
//LL_INFOS() << "changed object: " << viewer_object->getID() << LL_ENDL;
//Remove this listener from the object since its
//listener callback is now being executed.
//We remove the listener here because the function
//removeVOInventoryListener removes the listener from a ViewerObject
//which it internally stores.
//If we call this further down in the function, calls to handleInventory
//and nextObject may update the interally stored viewer object causing
//the removal of the incorrect listener from an incorrect object.
//Fixes SL-6119:Recompile scripts fails to complete
removeVOInventoryListener();
if (viewer_object && inv && (viewer_object->getID() == mCurrentObjectID) )
{
handleInventory(viewer_object, inv);
}
else
{
// something went wrong...
// note that we're not working on this one, and move onto the
// next object in the list.
LL_WARNS() << "No inventory for " << mCurrentObjectID << LL_ENDL;
nextObject();
}
}
void LLFloaterBulkPermission::onApplyBtn()
{
doApply();
}
void LLFloaterBulkPermission::onHelpBtn()
{
LLNotificationsUtil::add("HelpBulkPermission");
}
void LLFloaterBulkPermission::onCloseBtn()
{
onClose(false);
}
//static
void LLFloaterBulkPermission::onCommitCopy()
{
// Implements fair use
BOOL copyable = gSavedSettings.getBOOL("BulkChangeNextOwnerCopy");
if(!copyable)
{
gSavedSettings.setBOOL("BulkChangeNextOwnerTransfer", TRUE);
}
LLCheckBoxCtrl* xfer = getChild<LLCheckBoxCtrl>("next_owner_transfer");
xfer->setEnabled(copyable);
}
BOOL LLFloaterBulkPermission::start()
{
// note: number of top-level objects to modify is mObjectIDs.count().
getChild<LLScrollListCtrl>("queue output")->addSimpleElement(getString("start_text"));
return nextObject();
}
// Go to the next object and start if found. Returns false if no objects left, true otherwise.
BOOL LLFloaterBulkPermission::nextObject()
{
S32 count;
BOOL successful_start = FALSE;
do
{
count = mObjectIDs.size();
//LL_INFOS() << "Objects left to process = " << count << LL_ENDL;
mCurrentObjectID.setNull();
if(count > 0)
{
successful_start = popNext();
//LL_INFOS() << (successful_start ? "successful" : "unsuccessful") << LL_ENDL;
}
} while((mObjectIDs.size() > 0) && !successful_start);
if(isDone() && !mDone)
{
getChild<LLScrollListCtrl>("queue output")->addSimpleElement(getString("done_text"));
mDone = TRUE;
}
return successful_start;
}
// Pop the top object off of the queue.
// Return TRUE if the queue has started, otherwise FALSE.
BOOL LLFloaterBulkPermission::popNext()
{
// get the head element from the container, and attempt to get its inventory.
BOOL rv = FALSE;
S32 count = mObjectIDs.size();
if(mCurrentObjectID.isNull() && (count > 0))
{
mCurrentObjectID = mObjectIDs.at(0);
//LL_INFOS() << "mCurrentID: " << mCurrentObjectID << LL_ENDL;
mObjectIDs.erase(mObjectIDs.begin());
LLViewerObject* obj = gObjectList.findObject(mCurrentObjectID);
if(obj)
{
//LL_INFOS() << "requesting inv for " << mCurrentObjectID << LL_ENDL;
LLUUID* id = new LLUUID(mID);
registerVOInventoryListener(obj,id);
requestVOInventory();
rv = TRUE;
}
else
{
LL_INFOS() <<"NULL LLViewerObject" <<LL_ENDL;
}
}
return rv;
}
void LLFloaterBulkPermission::doCheckUncheckAll(BOOL check)
{
gSavedSettings.setBOOL("BulkChangeIncludeAnimations", check);
gSavedSettings.setBOOL("BulkChangeIncludeBodyParts" , check);
gSavedSettings.setBOOL("BulkChangeIncludeClothing" , check);
gSavedSettings.setBOOL("BulkChangeIncludeGestures" , check);
gSavedSettings.setBOOL("BulkChangeIncludeLandmarks" , check);
gSavedSettings.setBOOL("BulkChangeIncludeNotecards" , check);
gSavedSettings.setBOOL("BulkChangeIncludeObjects" , check);
gSavedSettings.setBOOL("BulkChangeIncludeScripts" , check);
gSavedSettings.setBOOL("BulkChangeIncludeSounds" , check);
gSavedSettings.setBOOL("BulkChangeIncludeTextures" , check);
}
void LLFloaterBulkPermission::handleInventory(LLViewerObject* viewer_obj, LLInventoryObject::object_list_t* inv)
{
LLScrollListCtrl* list = getChild<LLScrollListCtrl>("queue output");
LLInventoryObject::object_list_t::const_iterator it = inv->begin();
LLInventoryObject::object_list_t::const_iterator end = inv->end();
for ( ; it != end; ++it)
{
LLAssetType::EType asstype = (*it)->getType();
if(
( asstype == LLAssetType::AT_ANIMATION && gSavedSettings.getBOOL("BulkChangeIncludeAnimations")) ||
( asstype == LLAssetType::AT_BODYPART && gSavedSettings.getBOOL("BulkChangeIncludeBodyParts" )) ||
( asstype == LLAssetType::AT_CLOTHING && gSavedSettings.getBOOL("BulkChangeIncludeClothing" )) ||
( asstype == LLAssetType::AT_GESTURE && gSavedSettings.getBOOL("BulkChangeIncludeGestures" )) ||
( asstype == LLAssetType::AT_LANDMARK && gSavedSettings.getBOOL("BulkChangeIncludeLandmarks" )) ||
( asstype == LLAssetType::AT_NOTECARD && gSavedSettings.getBOOL("BulkChangeIncludeNotecards" )) ||
( asstype == LLAssetType::AT_OBJECT && gSavedSettings.getBOOL("BulkChangeIncludeObjects" )) ||
( asstype == LLAssetType::AT_LSL_TEXT && gSavedSettings.getBOOL("BulkChangeIncludeScripts" )) ||
( asstype == LLAssetType::AT_SOUND && gSavedSettings.getBOOL("BulkChangeIncludeSounds" )) ||
( asstype == LLAssetType::AT_TEXTURE && gSavedSettings.getBOOL("BulkChangeIncludeTextures" )))
{
LLViewerObject* object = gObjectList.findObject(viewer_obj->getID());
if (object)
{
LLInventoryItem* item = (LLInventoryItem*)((LLInventoryObject*)(*it));
LLViewerInventoryItem* new_item = (LLViewerInventoryItem*)item;
LLPermissions perm(new_item->getPermissions());
U32 flags = new_item->getFlags();
U32 desired_next_owner_perms = LLFloaterPerms::getNextOwnerPerms("BulkChange");
U32 desired_everyone_perms = LLFloaterPerms::getEveryonePerms("BulkChange");
U32 desired_group_perms = LLFloaterPerms::getGroupPerms("BulkChange");
// If next owner permissions have changed (and this is an object)
// then set the slam permissions flag so that they are applied on rez.
if((perm.getMaskNextOwner() != desired_next_owner_perms)
&& (new_item->getType() == LLAssetType::AT_OBJECT))
{
flags |= LLInventoryItemFlags::II_FLAGS_OBJECT_SLAM_PERM;
}
// If everyone permissions have changed (and this is an object)
// then set the overwrite everyone permissions flag so they
// are applied on rez.
if ((perm.getMaskEveryone() != desired_everyone_perms)
&& (new_item->getType() == LLAssetType::AT_OBJECT))
{
flags |= LLInventoryItemFlags::II_FLAGS_OBJECT_PERM_OVERWRITE_EVERYONE;
}
// If group permissions have changed (and this is an object)
// then set the overwrite group permissions flag so they
// are applied on rez.
if ((perm.getMaskGroup() != desired_group_perms)
&& (new_item->getType() == LLAssetType::AT_OBJECT))
{
flags |= LLInventoryItemFlags::II_FLAGS_OBJECT_PERM_OVERWRITE_GROUP;
}
// chomp the inventory name so it fits in the scroll window nicely
// and the user can see the [OK]
std::string invname;
invname=item->getName().substr(0,item->getName().size() < 30 ? item->getName().size() : 30 );
LLUIString status_text = getString("status_text");
status_text.setArg("[NAME]", invname.c_str());
// Check whether we appear to have the appropriate permissions to change permission on this item.
// Although the server will disallow any forbidden changes, it is a good idea to guess correctly
// so that we can warn the user. The risk of getting this check wrong is therefore the possibility
// of incorrectly choosing to not attempt to make a valid change.
//
// Trouble is this is extremely difficult to do and even when we know the results
// it is difficult to design the best messaging. Therefore in this initial implementation
// we'll always try to set the requested permissions and consider all cases successful
// and perhaps later try to implement a smarter, friendlier solution. -MG
if(true
//gAgent.allowOperation(PERM_MODIFY, perm, GP_OBJECT_MANIPULATE) // for group and everyone masks
//|| something else // for next owner perms
)
{
perm.setMaskNext(desired_next_owner_perms);
perm.setMaskEveryone(desired_everyone_perms);
perm.setMaskGroup(desired_group_perms);
new_item->setPermissions(perm); // here's the beef
new_item->setFlags(flags); // and the tofu
updateInventory(object,new_item,TASK_INVENTORY_ITEM_KEY,FALSE);
//status_text.setArg("[STATUS]", getString("status_ok_text"));
status_text.setArg("[STATUS]", "");
}
#if 0
else
{
//status_text.setArg("[STATUS]", getString("status_bad_text"));
status_text.setArg("[STATUS]", "");
}
#endif
list->addSimpleElement(status_text.getString());
//TODO if we are an object inside an object we should check a recuse flag and if set
//open the inventory of the object and recurse - Michelle2 Zenovka
// if(recurse && ( (*it)->getType() == LLAssetType::AT_OBJECT && processObject))
// {
// I think we need to get the UUID of the object inside the inventory
// call item->fetchFromServer();
// we need a call back to say item has arrived *sigh*
// we then need to do something like
// LLUUID* id = new LLUUID(mID);
// registerVOInventoryListener(obj,id);
// requestVOInventory();
// }
}
}
}
nextObject();
}
// Avoid inventory callbacks etc by just fire and forgetting the message with the permissions update
// we could do this via LLViewerObject::updateInventory but that uses inventory call backs and buggers
// us up and we would have a dodgy item iterator
void LLFloaterBulkPermission::updateInventory(LLViewerObject* object, LLViewerInventoryItem* item, U8 key, bool is_new)
{
// This slices the object into what we're concerned about on the viewer.
// The simulator will take the permissions and transfer ownership.
LLPointer<LLViewerInventoryItem> task_item =
new LLViewerInventoryItem(item->getUUID(), mID, item->getPermissions(),
item->getAssetUUID(), item->getType(),
item->getInventoryType(),
item->getName(), item->getDescription(),
item->getSaleInfo(),
item->getFlags(),
item->getCreationDate());
task_item->setTransactionID(item->getTransactionID());
LLMessageSystem* msg = gMessageSystem;
msg->newMessageFast(_PREHASH_UpdateTaskInventory);
msg->nextBlockFast(_PREHASH_AgentData);
msg->addUUIDFast(_PREHASH_AgentID, gAgent.getID());
msg->addUUIDFast(_PREHASH_SessionID, gAgent.getSessionID());
msg->nextBlockFast(_PREHASH_UpdateData);
msg->addU32Fast(_PREHASH_LocalID, object->mLocalID);
msg->addU8Fast(_PREHASH_Key, key);
msg->nextBlockFast(_PREHASH_InventoryData);
task_item->packMessage(msg);
msg->sendReliable(object->getRegion()->getHost());
}