When rezzing a coalesced object, check adjust position of all components.

user_profiles
Justin Clark-Casey (justincc) 2013-04-06 01:44:06 +01:00
parent d2367968e4
commit 0f008d5f7d
1 changed files with 27 additions and 20 deletions

View File

@ -807,7 +807,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
}
}
if (item != null && !DoPreRezWhenFromItem(remoteClient, item, objlist, pos, attachment))
if (item != null && !DoPreRezWhenFromItem(remoteClient, item, objlist, pos, veclist, attachment))
return null;
for (int i = 0; i < objlist.Count; i++)
@ -905,10 +905,15 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
/// <param name="item"></param>
/// <param name="objlist"></param>
/// <param name="pos"></param>
/// <param name="veclist">
/// List of vector position adjustments for a coalesced objects. For ordinary objects
/// this list will contain just Vector3.Zero. The order of adjustments must match the order of objlist
/// </param>
/// <param name="isAttachment"></param>
/// <returns>true if we can processed with rezzing, false if we need to abort</returns>
private bool DoPreRezWhenFromItem(
IClientAPI remoteClient, InventoryItemBase item, List<SceneObjectGroup> objlist, Vector3 pos, bool isAttachment)
IClientAPI remoteClient, InventoryItemBase item, List<SceneObjectGroup> objlist,
Vector3 pos, List<Vector3> veclist, bool isAttachment)
{
UUID fromUserInventoryItemId = UUID.Zero;
@ -932,27 +937,29 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
}
int primcount = 0;
foreach (SceneObjectGroup g in objlist)
primcount += g.PrimCount;
if (!m_Scene.Permissions.CanRezObject(
primcount, remoteClient.AgentId, pos)
&& !isAttachment)
for(int i = 0; i < objlist.Count; i++)
{
// The client operates in no fail mode. It will
// have already removed the item from the folder
// if it's no copy.
// Put it back if it's not an attachment
//
if (((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0) && (!isAttachment))
remoteClient.SendBulkUpdateInventory(item);
SceneObjectGroup g = objlist[i];
ILandObject land = m_Scene.LandChannel.GetLandObject(pos.X, pos.Y);
remoteClient.SendAlertMessage(string.Format(
"Can't rez object '{0}' at <{1:F3}, {2:F3}, {3:F3}> on parcel '{4}' in region {5}.",
item.Name, pos.X, pos.Y, pos.Z, land != null ? land.LandData.Name : "Unknown", m_Scene.RegionInfo.RegionName));
if (!m_Scene.Permissions.CanRezObject(
g.PrimCount, remoteClient.AgentId, pos + veclist[i])
&& !isAttachment)
{
// The client operates in no fail mode. It will
// have already removed the item from the folder
// if it's no copy.
// Put it back if it's not an attachment
//
if (((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0) && (!isAttachment))
remoteClient.SendBulkUpdateInventory(item);
return false;
ILandObject land = m_Scene.LandChannel.GetLandObject(pos.X, pos.Y);
remoteClient.SendAlertMessage(string.Format(
"Can't rez object '{0}' at <{1:F3}, {2:F3}, {3:F3}> on parcel '{4}' in region {5}.",
item.Name, pos.X, pos.Y, pos.Z, land != null ? land.LandData.Name : "Unknown", m_Scene.Name));
return false;
}
}
for (int i = 0; i < objlist.Count; i++)