check for asset
parent
22b1a38318
commit
c8b69f712f
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@ -86,6 +86,17 @@ namespace OpenSim.Modules.TextureFetcher
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return false;
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return false;
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}
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}
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private bool isAssetInInventory(SceneObjectPart part, UUID assetID)
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{
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List<TaskInventoryItem> inventarContend = part.Inventory.GetInventoryItems();
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foreach (TaskInventoryItem item in inventarContend)
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if (item.AssetID == assetID)
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return true;
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return false;
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}
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private void copyTexturesToInventory(SceneObjectPart part)
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private void copyTexturesToInventory(SceneObjectPart part)
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{
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{
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if (part.ParentGroup.IsAttachment)
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if (part.ParentGroup.IsAttachment)
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@ -123,11 +134,10 @@ namespace OpenSim.Modules.TextureFetcher
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}
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}
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//Check if the item is allready in the inventory and then add it.
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//Check if the item is allready in the inventory and then add it.
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List<UUID> inventarContend = part.Inventory.GetInventoryList();
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bool updateNeeded = false;
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bool updateNeeded = false;
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foreach (TaskInventoryItem item in inventoryItems)
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foreach (TaskInventoryItem item in inventoryItems)
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{
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{
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if(!inventarContend.Contains(item.AssetID))
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if(!isAssetInInventory(part, item.AssetID))
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{
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{
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updateNeeded = true;
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updateNeeded = true;
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part.Inventory.AddInventoryItem(item, false);
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part.Inventory.AddInventoryItem(item, false);
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