refactor: make RezObject() more readable
parent
46d06b6c4c
commit
07d5a0779a
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@ -1966,95 +1966,94 @@ namespace OpenSim.Region.Framework.Scenes
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SceneObjectPart sourcePart, TaskInventoryItem item,
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Vector3 pos, Quaternion rot, Vector3 vel, int param)
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{
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// Rez object
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if (item != null)
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if (null == item)
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return null;
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UUID ownerID = item.OwnerID;
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AssetBase rezAsset = AssetService.Get(item.AssetID.ToString());
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if (null == rezAsset)
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return null;
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string xmlData = Utils.BytesToString(rezAsset.Data);
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SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
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if (!Permissions.CanRezObject(group.Children.Count, ownerID, pos))
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return null;
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group.ResetIDs();
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AddNewSceneObject(group, true);
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// we set it's position in world.
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group.AbsolutePosition = pos;
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SceneObjectPart rootPart = group.GetChildPart(group.UUID);
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// Since renaming the item in the inventory does not affect the name stored
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// in the serialization, transfer the correct name from the inventory to the
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// object itself before we rez.
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rootPart.Name = item.Name;
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rootPart.Description = item.Description;
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List<SceneObjectPart> partList = new List<SceneObjectPart>(group.Children.Values);
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group.SetGroup(sourcePart.GroupID, null);
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if ((rootPart.OwnerID != item.OwnerID) || (item.CurrentPermissions & 16) != 0)
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{
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UUID ownerID = item.OwnerID;
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AssetBase rezAsset = AssetService.Get(item.AssetID.ToString());
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if (rezAsset != null)
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if (Permissions.PropagatePermissions())
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{
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string xmlData = Utils.BytesToString(rezAsset.Data);
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SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
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if (!Permissions.CanRezObject(group.Children.Count, ownerID, pos))
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{
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return null;
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}
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group.ResetIDs();
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AddNewSceneObject(group, true);
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// we set it's position in world.
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group.AbsolutePosition = pos;
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SceneObjectPart rootPart = group.GetChildPart(group.UUID);
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// Since renaming the item in the inventory does not affect the name stored
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// in the serialization, transfer the correct name from the inventory to the
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// object itself before we rez.
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rootPart.Name = item.Name;
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rootPart.Description = item.Description;
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List<SceneObjectPart> partList = new List<SceneObjectPart>(group.Children.Values);
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group.SetGroup(sourcePart.GroupID, null);
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if ((rootPart.OwnerID != item.OwnerID) || (item.CurrentPermissions & 16) != 0)
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{
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if (Permissions.PropagatePermissions())
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{
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foreach (SceneObjectPart part in partList)
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{
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part.EveryoneMask = item.EveryonePermissions;
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part.NextOwnerMask = item.NextPermissions;
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}
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group.ApplyNextOwnerPermissions();
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}
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}
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foreach (SceneObjectPart part in partList)
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{
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if ((part.OwnerID != item.OwnerID) || (item.CurrentPermissions & 16) != 0)
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{
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part.LastOwnerID = part.OwnerID;
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part.OwnerID = item.OwnerID;
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part.Inventory.ChangeInventoryOwner(item.OwnerID);
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}
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part.EveryoneMask = item.EveryonePermissions;
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part.NextOwnerMask = item.NextPermissions;
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}
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rootPart.TrimPermissions();
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if (group.RootPart.Shape.PCode == (byte)PCode.Prim)
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{
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group.ClearPartAttachmentData();
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}
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group.UpdateGroupRotationR(rot);
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//group.ApplyPhysics(m_physicalPrim);
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if (group.RootPart.PhysActor != null && group.RootPart.PhysActor.IsPhysical && vel != Vector3.Zero)
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{
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group.RootPart.ApplyImpulse((vel * group.GetMass()), false);
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group.Velocity = vel;
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rootPart.ScheduleFullUpdate();
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}
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group.CreateScriptInstances(param, true, DefaultScriptEngine, 2);
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rootPart.ScheduleFullUpdate();
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if (!Permissions.BypassPermissions())
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{
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if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
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sourcePart.Inventory.RemoveInventoryItem(item.ItemID);
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}
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return rootPart.ParentGroup;
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group.ApplyNextOwnerPermissions();
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}
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}
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return null;
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foreach (SceneObjectPart part in partList)
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{
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if ((part.OwnerID != item.OwnerID) || (item.CurrentPermissions & 16) != 0)
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{
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part.LastOwnerID = part.OwnerID;
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part.OwnerID = item.OwnerID;
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part.Inventory.ChangeInventoryOwner(item.OwnerID);
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}
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part.EveryoneMask = item.EveryonePermissions;
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part.NextOwnerMask = item.NextPermissions;
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}
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rootPart.TrimPermissions();
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if (group.RootPart.Shape.PCode == (byte)PCode.Prim)
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{
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group.ClearPartAttachmentData();
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}
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group.UpdateGroupRotationR(rot);
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//group.ApplyPhysics(m_physicalPrim);
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if (group.RootPart.PhysActor != null && group.RootPart.PhysActor.IsPhysical && vel != Vector3.Zero)
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{
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group.RootPart.ApplyImpulse((vel * group.GetMass()), false);
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group.Velocity = vel;
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rootPart.ScheduleFullUpdate();
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}
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group.CreateScriptInstances(param, true, DefaultScriptEngine, 2);
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rootPart.ScheduleFullUpdate();
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if (!Permissions.BypassPermissions())
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{
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if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
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sourcePart.Inventory.RemoveInventoryItem(item.ItemID);
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}
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return rootPart.ParentGroup;
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}
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public virtual bool returnObjects(SceneObjectGroup[] returnobjects, UUID AgentId)
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