context: /*
   * Copyright (c) Contributors, http://opensimulator.org/
   * See CONTRIBUTORS.TXT for a full list of copyright holders.
   *
   * Redistribution and use in source and binary forms, with or without
   * modification, are permitted provided that the following conditions are met:
   *     * Redistributions of source code must retain the above copyright
   *       notice, this list of conditions and the following disclaimer.
   *     * Redistributions in binary form must reproduce the above copyright
   *       notice, this list of conditions and the following disclaimer in the
   *       documentation and/or other materials provided with the distribution.
   *     * Neither the name of the OpenSimulator Project nor the
   *       names of its contributors may be used to endorse or promote products
   *       derived from this software without specific prior written permission.
   *
   * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
   * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
   * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
   * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
   * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
   * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
   * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
   * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
   * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
   * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
   */
  
  using System;
  using System.Collections.Generic;
  using System.Reflection;
  using System.IO;
  using System.Xml;
  using log4net;
  using Mono.Addins;
  using Nini.Config;
  using OpenMetaverse;
  using OpenMetaverse.Packets;
  using OpenSim.Framework;
  using OpenSim.Region.Framework;
  using OpenSim.Region.Framework.Interfaces;
  using OpenSim.Region.Framework.Scenes;
  using OpenSim.Region.Framework.Scenes.Serialization;
  
  namespace OpenSim.Region.CoreModules.Avatar.Attachments
  {
      [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "AttachmentsModule")]
      public class AttachmentsModule : IAttachmentsModule, INonSharedRegionModule
      {
          #region INonSharedRegionModule
          private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
          
          private Scene m_scene;
          private IInventoryAccessModule m_invAccessModule;
  
          /// <summary>
          /// Are attachments enabled?
          /// </summary>
          public bool Enabled { get; private set; }
          
          public string Name { get { return "Attachments Module"; } }
          public Type ReplaceableInterface { get { return null; } }
  
          public void Initialise(IConfigSource source)
          {
              IConfig config = source.Configs["Attachments"];
              if (config != null)
                  Enabled = config.GetBoolean("Enabled", true);
              else
                  Enabled = true;
          }
          
          public void AddRegion(Scene scene)
          {
              m_scene = scene;
              m_scene.RegisterModuleInterface<IAttachmentsModule>(this);
  
              if (Enabled)
                  m_scene.EventManager.OnNewClient += SubscribeToClientEvents;
  
              // TODO: Should probably be subscribing to CloseClient too, but this doesn't yet give us IClientAPI
          }
          
          public void RemoveRegion(Scene scene) 
          {
              m_scene.UnregisterModuleInterface<IAttachmentsModule>(this);
  
              if (Enabled)
                  m_scene.EventManager.OnNewClient -= SubscribeToClientEvents;
          }
          
          public void RegionLoaded(Scene scene)
          {
              m_invAccessModule = m_scene.RequestModuleInterface<IInventoryAccessModule>();
          }
          
          public void Close() 
          {
              RemoveRegion(m_scene);
          }
  
          #endregion
  
          #region IAttachmentsModule
  
          public void CopyAttachments(IScenePresence sp, AgentData ad)
          {
              lock (sp.AttachmentsSyncLock)
              {
                  // Attachment objects
                  List<SceneObjectGroup> attachments = sp.GetAttachments();
                  if (attachments.Count > 0)
                  {
                      ad.AttachmentObjects = new List<ISceneObject>();
                      ad.AttachmentObjectStates = new List<string>();
      //                IScriptModule se = m_scene.RequestModuleInterface<IScriptModule>();
                      sp.InTransitScriptStates.Clear();
  
                      foreach (SceneObjectGroup sog in attachments)
                      {
                          // We need to make a copy and pass that copy
                          // because of transfers withn the same sim
                          ISceneObject clone = sog.CloneForNewScene();
                          // Attachment module assumes that GroupPosition holds the offsets...!
                          ((SceneObjectGroup)clone).RootPart.GroupPosition = sog.RootPart.AttachedPos;
                          ((SceneObjectGroup)clone).IsAttachment = false;
                          ad.AttachmentObjects.Add(clone);
                          string state = sog.GetStateSnapshot();
                          ad.AttachmentObjectStates.Add(state);
                          sp.InTransitScriptStates.Add(state);
                          // Let's remove the scripts of the original object here
                          sog.RemoveScriptInstances(true);
                      }
                  }
              }
          }
  
          public void CopyAttachments(AgentData ad, IScenePresence sp)
          {
              if (ad.AttachmentObjects != null && ad.AttachmentObjects.Count > 0)
              {
                  lock (sp.AttachmentsSyncLock)
                      sp.ClearAttachments();
  
                  int i = 0;
                  foreach (ISceneObject so in ad.AttachmentObjects)
                  {
                      ((SceneObjectGroup)so).LocalId = 0;
                      ((SceneObjectGroup)so).RootPart.ClearUpdateSchedule();
                      so.SetState(ad.AttachmentObjectStates[i++], m_scene);
                      m_scene.IncomingCreateObject(Vector3.Zero, so);
                  }
              }
          }
  
          /// <summary>
          /// RezAttachments. This should only be called upon login on the first region.
          /// Attachment rezzings on crossings and TPs are done in a different way.
          /// </summary>
          public void RezAttachments(IScenePresence sp)
          {
              if (!Enabled)
                  return;
  
              if (null == sp.Appearance)
              {
                  m_log.WarnFormat("[ATTACHMENTS MODULE]: Appearance has not been initialized for agent {0}", sp.UUID);
                  return;
              }
  
  //            m_log.DebugFormat("[ATTACHMENTS MODULE]: Rezzing any attachments for {0}", sp.Name);
  
              List<AvatarAttachment> attachments = sp.Appearance.GetAttachments();
              foreach (AvatarAttachment attach in attachments)
              {
                  uint p = (uint)attach.AttachPoint;
  
  //                m_log.DebugFormat(
  //                    "[ATTACHMENTS MODULE]: Doing initial rez of attachment with itemID {0}, assetID {1}, point {2} for {3} in {4}",
  //                    attach.ItemID, attach.AssetID, p, sp.Name, m_scene.RegionInfo.RegionName);
  
                  // For some reason assetIDs are being written as Zero's in the DB -- need to track tat down
                  // But they're not used anyway, the item is being looked up for now, so let's proceed.
                  //if (UUID.Zero == assetID) 
                  //{
                  //    m_log.DebugFormat("[ATTACHMENT]: Cannot rez attachment in point {0} with itemID {1}", p, itemID);
                  //    continue;
                  //}
  
                  try
                  {
                      // If we're an NPC then skip all the item checks and manipulations since we don't have an
                      // inventory right now.
                      if (sp.PresenceType == PresenceType.Npc)
                          RezSingleAttachmentFromInventoryInternal(sp, UUID.Zero, attach.AssetID, p);
                      else
                          RezSingleAttachmentFromInventory(sp, attach.ItemID, p);
                  }
                  catch (Exception e)
                  {
                      UUID agentId = (sp.ControllingClient == null) ? (UUID)null : sp.ControllingClient.AgentId;
                      m_log.ErrorFormat("[ATTACHMENTS MODULE]: Unable to rez attachment with itemID {0}, assetID {1}, point {2} for {3}: {4}\n{5}",
                          attach.ItemID, attach.AssetID, p, agentId, e.Message, e.StackTrace);
                  }
              }
          }
  
          public void DeRezAttachments(IScenePresence sp)
          {
              if (!Enabled)
                  return;
  
  //            m_log.DebugFormat("[ATTACHMENTS MODULE]: Saving changed attachments for {0}", sp.Name);
  
              lock (sp.AttachmentsSyncLock)
              {
                  foreach (SceneObjectGroup so in sp.GetAttachments())
                  {
                      UpdateDetachedObject(sp, so);
                  }
      
                  sp.ClearAttachments();
              }
          }
  
          public void DeleteAttachmentsFromScene(IScenePresence sp, bool silent)
          {
              if (!Enabled)
                  return;
  
  //            m_log.DebugFormat(
  //                "[ATTACHMENTS MODULE]: Deleting attachments from scene {0} for {1}, silent = {2}",
  //                m_scene.RegionInfo.RegionName, sp.Name, silent);            
  
              foreach (SceneObjectGroup sop in sp.GetAttachments())
              {
                  sop.Scene.DeleteSceneObject(sop, silent);
              }
  
              sp.ClearAttachments();
          }
  
          public bool AttachObject(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent, bool temp)
          {
              if (!Enabled)
                  return false;
  
              if (AttachObjectInternal(sp, group, attachmentPt, silent, temp))
              {
                  m_scene.EventManager.TriggerOnAttach(group.LocalId, group.FromItemID, sp.UUID);
                  return true;
              }
  
              return false;
          }
          
          private bool AttachObjectInternal(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent, bool temp)
          {
              lock (sp.AttachmentsSyncLock)
              {
  //                m_log.DebugFormat(
  //                    "[ATTACHMENTS MODULE]: Attaching object {0} {1} to {2} point {3} from ground (silent = {4})",
  //                    group.Name, group.LocalId, sp.Name, attachmentPt, silent);
  
                  if (group.GetSittingAvatarsCount() != 0)
                  {
  //                    m_log.WarnFormat(
  //                        "[ATTACHMENTS MODULE]: Ignoring request to attach {0} {1} to {2} on {3} since {4} avatars are still sitting on it",
  //                        group.Name, group.LocalId, sp.Name, attachmentPt, group.GetSittingAvatarsCount());
      
                      return false;
                  }
      
                  if (sp.GetAttachments(attachmentPt).Contains(group))
                  {
      //                m_log.WarnFormat(
      //                    "[ATTACHMENTS MODULE]: Ignoring request to attach {0} {1} to {2} on {3} since it's already attached",
      //                    group.Name, group.LocalId, sp.Name, AttachmentPt);
      
                      return false;
                  }
      
                  Vector3 attachPos = group.AbsolutePosition;
      
                  // TODO: this short circuits multiple attachments functionality  in  LL viewer 2.1+ and should
                  // be removed when that functionality is implemented in opensim
                  attachmentPt &= 0x7f;
                  
                  // 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.
                  if (attachmentPt != 0 && attachmentPt != group.AttachmentPoint)
                  {
                      attachPos = Vector3.Zero;
                  }
      
                  // AttachmentPt 0 means the client chose to 'wear' the attachment.
                  if (attachmentPt == 0)
                  {
                      // Check object for stored attachment point
                      attachmentPt = group.AttachmentPoint;
                  }
      
                  // if we still didn't find a suitable attachment point.......
                  if (attachmentPt == 0)
                  {
                      // Stick it on left hand with Zero Offset from the attachment point.
                      attachmentPt = (uint)AttachmentPoint.LeftHand;
                      attachPos = Vector3.Zero;
                  }
      
                  group.AttachmentPoint = attachmentPt;
                  group.AbsolutePosition = attachPos;
  
                  if (sp.PresenceType != PresenceType.Npc)
                      UpdateUserInventoryWithAttachment(sp, group, attachmentPt, temp);
      
                  AttachToAgent(sp, group, attachmentPt, attachPos, silent);
              }
  
              return true;
          }
  
          private void UpdateUserInventoryWithAttachment(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool temp)
          {
              // Remove any previous attachments
              List<SceneObjectGroup> attachments = sp.GetAttachments(attachmentPt);
  
              // At the moment we can only deal with a single attachment
              if (attachments.Count != 0)
              {
                  if (attachments[0].FromItemID != UUID.Zero)
                      DetachSingleAttachmentToInvInternal(sp, attachments[0]);
              // Error logging commented because UUID.Zero now means temp attachment
  //                else
  //                    m_log.WarnFormat(
  //                        "[ATTACHMENTS MODULE]: When detaching existing attachment {0} {1} at point {2} to make way for {3} {4} for {5}, couldn't find the associated item ID to adjust inventory attachment record!",
  //                        attachments[0].Name, attachments[0].LocalId, attachmentPt, group.Name, group.LocalId, sp.Name);
              }
  
              // Add the new attachment to inventory if we don't already have it.
              if (!temp)
              {
                  UUID newAttachmentItemID = group.FromItemID;
                  if (newAttachmentItemID == UUID.Zero)
                      newAttachmentItemID = AddSceneObjectAsNewAttachmentInInv(sp, group).ID;
  
                  ShowAttachInUserInventory(sp, attachmentPt, newAttachmentItemID, group);
              }
          }
  
          public SceneObjectGroup RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt)
          {
              if (!Enabled)
                  return null;
  
  //            m_log.DebugFormat(
  //                "[ATTACHMENTS MODULE]: RezSingleAttachmentFromInventory to point {0} from item {1} for {2}",
  //                (AttachmentPoint)AttachmentPt, itemID, sp.Name);
  
              // TODO: this short circuits multiple attachments functionality  in  LL viewer 2.1+ and should
              // be removed when that functionality is implemented in opensim
              AttachmentPt &= 0x7f;
  
              // Viewer 2/3 sometimes asks to re-wear items that are already worn (and show up in it's inventory as such).
              // This often happens during login - not sure the exact reason.
              // For now, we will ignore the request.  Unfortunately, this means that we need to dig through all the
              // ScenePresence attachments.  We can't use the data in AvatarAppearance because that's present at login
              // before anything has actually been attached.
              bool alreadyOn = false;
              List<SceneObjectGroup> existingAttachments = sp.GetAttachments();
              foreach (SceneObjectGroup so in existingAttachments)
              {
                  if (so.FromItemID == itemID)
                  {
                      alreadyOn = true;
                      break;
                  }
              }
  
  //            if (sp.Appearance.GetAttachmentForItem(itemID) != null)
              if (alreadyOn)
              {
  //                m_log.WarnFormat(
  //                    "[ATTACHMENTS MODULE]: Ignoring request by {0} to wear item {1} at {2} since it is already worn",
  //                    sp.Name, itemID, AttachmentPt);
  
                  return null;
              }
  
              return RezSingleAttachmentFromInventoryInternal(sp, itemID, UUID.Zero, AttachmentPt);
          }
  
          public void RezMultipleAttachmentsFromInventory(IScenePresence sp, List<KeyValuePair<UUID, uint>> rezlist)
          {
              if (!Enabled)
                  return;
  
              //                m_log.DebugFormat("[ATTACHMENTS MODULE]: Rezzing multiple attachments from inventory for {0}", sp.Name);
              lock (sp.AttachmentsSyncLock)
              {
                  foreach (KeyValuePair<UUID, uint> rez in rezlist)
                  {
                      RezSingleAttachmentFromInventory(sp, rez.Key, rez.Value);
                  }
              }
          }
  
          public void DetachSingleAttachmentToGround(IScenePresence sp, uint soLocalId)
          {
              DetachSingleAttachmentToGround(sp, soLocalId, sp.AbsolutePosition, Quaternion.Identity);
          }
  
          public void DetachSingleAttachmentToGround(IScenePresence sp, uint soLocalId, Vector3 absolutePos, Quaternion absoluteRot)
          {
              if (!Enabled)
                  return;
  
  //            m_log.DebugFormat(
  //                "[ATTACHMENTS MODULE]: DetachSingleAttachmentToGround() for {0}, object {1}",
  //                sp.UUID, soLocalId);
  
              SceneObjectGroup so = m_scene.GetGroupByPrim(soLocalId);
  
              if (so == null)
                  return;
  
              if (so.AttachedAvatar != sp.UUID)
                  return;
  
              UUID inventoryID = so.FromItemID;
  
              // As per Linden spec, drop is disabled for temp attachs
              if (inventoryID == UUID.Zero)
                  return;
  
  //            m_log.DebugFormat(
  //                "[ATTACHMENTS MODULE]: In DetachSingleAttachmentToGround(), object is {0} {1}, associated item is {2}",
  //                so.Name, so.LocalId, inventoryID);
  
              lock (sp.AttachmentsSyncLock)
              {
                  if (!m_scene.Permissions.CanRezObject(
                      so.PrimCount, sp.UUID, sp.AbsolutePosition))
                      return;
  
                  bool changed = false;
  
gt:                 if (inventoryID != UUID.Zero)