Merge branch 'master' of /home/opensim/var/repo/opensim
commit
192db34c41
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@ -146,6 +146,7 @@ what it is today.
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* Stefan_Boom / stoehr
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* Strawberry Fride
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* Talun
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* TechplexEngineer (Blake Bourque)
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* TBG Renfold
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* tglion
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* tlaukkan/Tommil (Tommi S. E. Laukkanen, Bubble Cloud)
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@ -163,6 +163,19 @@ namespace OpenSim.Region.Framework.Interfaces
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/// </returns>
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List<TaskInventoryItem> GetInventoryItems();
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/// <summary>
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/// Gets an inventory item by name
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/// </summary>
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/// <remarks>
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/// This method returns the first inventory item that matches the given name. In SL this is all you need
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/// since each item in a prim inventory must have a unique name.
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/// </remarks>
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/// <param name='name'></param>
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/// <returns>
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/// The inventory item. Null if no such item was found.
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/// </returns>
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TaskInventoryItem GetInventoryItem(string name);
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/// <summary>
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/// Get inventory items by name.
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/// </summary>
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@ -1032,13 +1032,13 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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m_log.Error("[REGION]: Closing");
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Close();
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if (PhysicsScene != null)
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{
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PhysicsScene.Dispose();
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}
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m_log.Error("[REGION]: Closing");
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Close();
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}
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m_log.Error("[REGION]: Firing Region Restart Message");
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@ -582,14 +582,20 @@ namespace OpenSim.Region.Framework.Scenes
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return item;
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}
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/// <summary>
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/// Get inventory items by name.
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/// </summary>
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/// <param name="name"></param>
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/// <returns>
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/// A list of inventory items with that name.
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/// If no inventory item has that name then an empty list is returned.
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/// </returns>
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public TaskInventoryItem GetInventoryItem(string name)
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{
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lock (m_items)
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{
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foreach (TaskInventoryItem item in m_items.Values)
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{
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if (item.Name == name)
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return item;
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}
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}
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return null;
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}
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public List<TaskInventoryItem> GetInventoryItems(string name)
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{
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List<TaskInventoryItem> items = new List<TaskInventoryItem>();
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@ -104,9 +104,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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protected int m_scriptConsoleChannel = 0;
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protected bool m_scriptConsoleChannelEnabled = false;
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protected IUrlModule m_UrlModule = null;
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protected Dictionary<UUID, UserInfoCacheEntry> m_userInfoCache =
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new Dictionary<UUID, UserInfoCacheEntry>();
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protected int EMAIL_PAUSE_TIME = 20; // documented delay value for smtp.
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protected Dictionary<UUID, UserInfoCacheEntry> m_userInfoCache = new Dictionary<UUID, UserInfoCacheEntry>();
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protected int EMAIL_PAUSE_TIME = 20; // documented delay value for smtp.
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public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, TaskInventoryItem item)
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{
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@ -285,44 +284,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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protected UUID InventoryKey(string name, int type)
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{
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m_host.AddScriptLPS(1);
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TaskInventoryItem item = m_host.Inventory.GetInventoryItem(name);
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lock (m_host.TaskInventory)
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{
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foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
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{
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if (inv.Value.Name == name)
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{
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if (inv.Value.Type != type)
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return UUID.Zero;
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return inv.Value.AssetID;
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}
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}
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}
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return UUID.Zero;
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if (item != null && item.Type == type)
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return item.AssetID;
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else
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return UUID.Zero;
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}
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protected UUID InventoryKey(string name)
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{
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m_host.AddScriptLPS(1);
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lock (m_host.TaskInventory)
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{
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foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
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{
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if (inv.Value.Name == name)
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{
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return inv.Value.AssetID;
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}
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}
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}
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return UUID.Zero;
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}
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/// <summary>
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/// accepts a valid UUID, -or- a name of an inventory item.
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/// Returns a valid UUID or UUID.Zero if key invalid and item not found
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@ -332,19 +301,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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/// <returns></returns>
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protected UUID KeyOrName(string k)
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{
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UUID key = UUID.Zero;
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UUID key;
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// if we can parse the string as a key, use it.
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if (UUID.TryParse(k, out key))
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{
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return key;
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}
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// else try to locate the name in inventory of object. found returns key,
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// not found returns UUID.Zero which will translate to the default particle texture
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else
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// not found returns UUID.Zero
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if (!UUID.TryParse(k, out key))
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{
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return InventoryKey(k);
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TaskInventoryItem item = m_host.Inventory.GetInventoryItem(k);
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if (item != null)
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key = item.AssetID;
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else
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key = UUID.Zero;
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}
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return key;
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}
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// convert a LSL_Rotation to a Quaternion
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@ -1724,14 +1696,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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return rgb;
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}
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if (face >= 0 && face < GetNumberOfSides(part))
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{
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texcolor = tex.GetFace((uint)face).RGBA;
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rgb.x = texcolor.R;
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rgb.y = texcolor.G;
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rgb.z = texcolor.B;
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return rgb;
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}
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else
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{
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@ -3315,17 +3288,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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if ((m_item.PermsMask & ScriptBaseClass.PERMISSION_TRIGGER_ANIMATION) != 0)
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{
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UUID animID = new UUID();
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if (!UUID.TryParse(anim, out animID))
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{
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animID = InventoryKey(anim);
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}
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ScenePresence presence = World.GetScenePresence(m_item.PermsGranter);
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if (presence != null)
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{
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UUID animID = KeyOrName(anim);
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if (animID == UUID.Zero)
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presence.Animator.RemoveAnimation(anim);
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else
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@ -3438,9 +3406,32 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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}
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ScenePresence presence = World.GetScenePresence(agentID);
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if (presence != null)
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{
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// If permissions are being requested from an NPC and were not implicitly granted above then
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// auto grant all reuqested permissions if the script is owned by the NPC or the NPCs owner
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INPCModule npcModule = World.RequestModuleInterface<INPCModule>();
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if (npcModule != null && npcModule.IsNPC(agentID, World))
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{
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if (agentID == m_host.ParentGroup.OwnerID || npcModule.GetOwner(agentID) == m_host.ParentGroup.OwnerID)
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{
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lock (m_host.TaskInventory)
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{
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m_host.TaskInventory[m_item.ItemID].PermsGranter = agentID;
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m_host.TaskInventory[m_item.ItemID].PermsMask = perm;
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}
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m_ScriptEngine.PostScriptEvent(
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m_item.ItemID,
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new EventParams(
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"run_time_permissions", new Object[] { new LSL_Integer(perm) }, new DetectParams[0]));
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}
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// it is an NPC, exit even if the permissions werent granted above, they are not going to answer
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// the question!
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return;
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}
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string ownerName = resolveName(m_host.ParentGroup.RootPart.OwnerID);
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if (ownerName == String.Empty)
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ownerName = "(hippos)";
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@ -3464,10 +3455,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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}
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// Requested agent is not in range, refuse perms
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m_ScriptEngine.PostScriptEvent(m_item.ItemID, new EventParams(
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"run_time_permissions", new Object[] {
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new LSL_Integer(0) },
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new DetectParams[0]));
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m_ScriptEngine.PostScriptEvent(
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m_item.ItemID,
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new EventParams("run_time_permissions", new Object[] { new LSL_Integer(0) }, new DetectParams[0]));
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}
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void handleScriptAnswer(IClientAPI client, UUID taskID, UUID itemID, int answer)
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@ -3486,10 +3476,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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m_host.TaskInventory[m_item.ItemID].PermsMask = answer;
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}
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m_ScriptEngine.PostScriptEvent(m_item.ItemID, new EventParams(
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"run_time_permissions", new Object[] {
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new LSL_Integer(answer) },
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new DetectParams[0]));
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m_ScriptEngine.PostScriptEvent(
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m_item.ItemID,
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new EventParams("run_time_permissions", new Object[] { new LSL_Integer(answer) }, new DetectParams[0]));
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}
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public LSL_String llGetPermissionsKey()
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@ -9130,7 +9119,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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GridRegion info;
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if (m_ScriptEngine.World.RegionInfo.RegionName == simulator)
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if (m_ScriptEngine.World.RegionInfo.RegionName == simulator) //Det data for this simulator?
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info = new GridRegion(m_ScriptEngine.World.RegionInfo);
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else
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info = m_ScriptEngine.World.GridService.GetRegionByName(m_ScriptEngine.World.RegionInfo.ScopeID, simulator);
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@ -9143,10 +9133,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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ScriptSleep(1000);
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return UUID.Zero.ToString();
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}
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reply = new LSL_Vector(
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info.RegionLocX,
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info.RegionLocY,
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0).ToString();
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if (m_ScriptEngine.World.RegionInfo.RegionName != simulator)
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{
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//Hypergrid Region co-ordinates
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uint rx = 0, ry = 0;
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Utils.LongToUInts(Convert.ToUInt64(info.RegionSecret), out rx, out ry);
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reply = new LSL_Vector(
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rx,
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ry,
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0).ToString();
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}
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else
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{
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//Local-cooridnates
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reply = new LSL_Vector(
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info.RegionLocX,
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info.RegionLocY,
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0).ToString();
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}
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break;
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case ScriptBaseClass.DATA_SIM_STATUS:
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if (info != null)
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@ -952,23 +952,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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UUID avatarID = (UUID)avatar;
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m_host.AddScriptLPS(1);
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// FIXME: What we really want to do here is factor out the similar code in llStopAnimation() to a common
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// method (though see that doesn't do the is animation check, which is probably a bug) and have both
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// these functions call that common code. However, this does mean navigating the brain-dead requirement
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// of calling InitLSL()
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if (World.Entities.ContainsKey(avatarID) && World.Entities[avatarID] is ScenePresence)
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{
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ScenePresence target = (ScenePresence)World.Entities[avatarID];
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if (target != null)
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{
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UUID animID = UUID.Zero;
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lock (m_host.TaskInventory)
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UUID animID;
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if (!UUID.TryParse(animation, out animID))
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{
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foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
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{
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if (inv.Value.Name == animation)
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{
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if (inv.Value.Type == (int)AssetType.Animation)
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animID = inv.Value.AssetID;
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continue;
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}
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}
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TaskInventoryItem item = m_host.Inventory.GetInventoryItem(animation);
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if (item != null && item.Type == (int)AssetType.Animation)
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animID = item.AssetID;
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else
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animID = UUID.Zero;
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}
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if (animID == UUID.Zero)
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