JustinCC is evil. f7b28dd3
broke script persistence. This fixes it.
parent
f5e3d5a33a
commit
1b2edfe75f
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@ -57,6 +57,15 @@ namespace OpenSim.Region.Framework.Interfaces
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/// <param name="linkNum">Link number for the part</param>
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void ResetInventoryIDs();
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/// <summary>
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/// Reset parent object UUID for all the items in the prim's inventory.
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/// </summary>
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///
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/// If this method is called and there are inventory items, then we regard the inventory as having changed.
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///
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/// <param name="linkNum">Link number for the part</param>
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void ResetObjectID();
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/// <summary>
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/// Change every item in this inventory to a new owner.
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/// </summary>
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@ -511,6 +511,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (node.Attributes["UUID"] != null)
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{
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UUID itemid = new UUID(node.Attributes["UUID"].Value);
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m_log.DebugFormat("[SCRIPT STATE]: Adding state for oldID {0}", itemid);
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m_savedScriptState.Add(itemid, node.InnerXml);
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}
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}
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@ -500,7 +500,7 @@ namespace OpenSim.Region.Framework.Scenes
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// This is necessary so that TaskInventoryItem parent ids correctly reference the new uuid of this part
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if (Inventory != null)
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Inventory.ResetInventoryIDs();
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Inventory.ResetObjectID();
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}
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}
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@ -2763,6 +2763,7 @@ namespace OpenSim.Region.Framework.Scenes
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UUID = UUID.Random();
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LinkNum = linkNum;
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LocalId = 0;
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Inventory.ResetInventoryIDs();
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}
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/// <summary>
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@ -140,6 +140,34 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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public void ResetObjectID()
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{
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m_items.LockItemsForWrite(true);
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if (Items.Count == 0)
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{
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m_items.LockItemsForWrite(false);
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return;
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}
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HasInventoryChanged = true;
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if (m_part.ParentGroup != null)
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{
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m_part.ParentGroup.HasGroupChanged = true;
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}
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IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
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Items.Clear();
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foreach (TaskInventoryItem item in items)
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{
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item.ParentPartID = m_part.UUID;
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item.ParentID = m_part.UUID;
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Items.Add(item.ItemID, item);
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}
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m_items.LockItemsForWrite(false);
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}
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/// <summary>
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/// Change every item in this inventory to a new owner.
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/// </summary>
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