get rid of pointless grp null check in attachObjectAssetStore()
parent
0e0d40c810
commit
274e354006
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@ -1876,87 +1876,83 @@ namespace OpenSim.Region.Framework.Scenes
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// m_log.DebugFormat("[SCENE]: Called attachObjectAssetStore for object {0} {1} for {2} {3} {4}", grp.Name, grp.LocalId, remoteClient.Name, remoteClient.AgentId, AgentId);
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// m_log.DebugFormat("[SCENE]: Called attachObjectAssetStore for object {0} {1} for {2} {3} {4}", grp.Name, grp.LocalId, remoteClient.Name, remoteClient.AgentId, AgentId);
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itemID = UUID.Zero;
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itemID = UUID.Zero;
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if (grp != null)
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Vector3 inventoryStoredPosition = new Vector3
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(((grp.AbsolutePosition.X > (int)Constants.RegionSize)
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? Constants.RegionSize - 6
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: grp.AbsolutePosition.X)
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,
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(grp.AbsolutePosition.Y > (int)Constants.RegionSize)
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? Constants.RegionSize - 6
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: grp.AbsolutePosition.Y,
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grp.AbsolutePosition.Z);
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Vector3 originalPosition = grp.AbsolutePosition;
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grp.AbsolutePosition = inventoryStoredPosition;
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// If we're being called from a script, then trying to serialize that same script's state will not complete
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// in any reasonable time period. Therefore, we'll avoid it. The worst that can happen is that if
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// the client/server crashes rather than logging out normally, the attachment's scripts will resume
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// without state on relog. Arguably, this is what we want anyway.
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string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp, false);
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grp.AbsolutePosition = originalPosition;
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AssetBase asset = CreateAsset(
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grp.GetPartName(grp.LocalId),
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grp.GetPartDescription(grp.LocalId),
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(sbyte)AssetType.Object,
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Utils.StringToBytes(sceneObjectXml),
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remoteClient.AgentId);
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AssetService.Store(asset);
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InventoryItemBase item = new InventoryItemBase();
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item.CreatorId = grp.RootPart.CreatorID.ToString();
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item.CreatorData = grp.RootPart.CreatorData;
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item.Owner = remoteClient.AgentId;
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item.ID = UUID.Random();
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item.AssetID = asset.FullID;
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item.Description = asset.Description;
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item.Name = asset.Name;
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item.AssetType = asset.Type;
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item.InvType = (int)InventoryType.Object;
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InventoryFolderBase folder = InventoryService.GetFolderForType(remoteClient.AgentId, AssetType.Object);
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if (folder != null)
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item.Folder = folder.ID;
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else // oopsies
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item.Folder = UUID.Zero;
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if ((remoteClient.AgentId != grp.RootPart.OwnerID) && Permissions.PropagatePermissions())
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{
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{
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Vector3 inventoryStoredPosition = new Vector3
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item.BasePermissions = grp.RootPart.NextOwnerMask;
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(((grp.AbsolutePosition.X > (int)Constants.RegionSize)
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item.CurrentPermissions = grp.RootPart.NextOwnerMask;
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? Constants.RegionSize - 6
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item.NextPermissions = grp.RootPart.NextOwnerMask;
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: grp.AbsolutePosition.X)
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item.EveryOnePermissions = grp.RootPart.EveryoneMask & grp.RootPart.NextOwnerMask;
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,
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item.GroupPermissions = grp.RootPart.GroupMask & grp.RootPart.NextOwnerMask;
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(grp.AbsolutePosition.Y > (int)Constants.RegionSize)
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? Constants.RegionSize - 6
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: grp.AbsolutePosition.Y,
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grp.AbsolutePosition.Z);
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Vector3 originalPosition = grp.AbsolutePosition;
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grp.AbsolutePosition = inventoryStoredPosition;
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// If we're being called from a script, then trying to serialize that same script's state will not complete
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// in any reasonable time period. Therefore, we'll avoid it. The worst that can happen is that if
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// the client/server crashes rather than logging out normally, the attachment's scripts will resume
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// without state on relog. Arguably, this is what we want anyway.
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string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp, false);
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grp.AbsolutePosition = originalPosition;
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AssetBase asset = CreateAsset(
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grp.GetPartName(grp.LocalId),
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grp.GetPartDescription(grp.LocalId),
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(sbyte)AssetType.Object,
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Utils.StringToBytes(sceneObjectXml),
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remoteClient.AgentId);
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AssetService.Store(asset);
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InventoryItemBase item = new InventoryItemBase();
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item.CreatorId = grp.RootPart.CreatorID.ToString();
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item.CreatorData = grp.RootPart.CreatorData;
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item.Owner = remoteClient.AgentId;
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item.ID = UUID.Random();
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item.AssetID = asset.FullID;
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item.Description = asset.Description;
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item.Name = asset.Name;
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item.AssetType = asset.Type;
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item.InvType = (int)InventoryType.Object;
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InventoryFolderBase folder = InventoryService.GetFolderForType(remoteClient.AgentId, AssetType.Object);
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if (folder != null)
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item.Folder = folder.ID;
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else // oopsies
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item.Folder = UUID.Zero;
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if ((remoteClient.AgentId != grp.RootPart.OwnerID) && Permissions.PropagatePermissions())
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{
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item.BasePermissions = grp.RootPart.NextOwnerMask;
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item.CurrentPermissions = grp.RootPart.NextOwnerMask;
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item.NextPermissions = grp.RootPart.NextOwnerMask;
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item.EveryOnePermissions = grp.RootPart.EveryoneMask & grp.RootPart.NextOwnerMask;
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item.GroupPermissions = grp.RootPart.GroupMask & grp.RootPart.NextOwnerMask;
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}
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else
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{
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item.BasePermissions = grp.RootPart.BaseMask;
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item.CurrentPermissions = grp.RootPart.OwnerMask;
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item.NextPermissions = grp.RootPart.NextOwnerMask;
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item.EveryOnePermissions = grp.RootPart.EveryoneMask;
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item.GroupPermissions = grp.RootPart.GroupMask;
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}
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item.CreationDate = Util.UnixTimeSinceEpoch();
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// sets itemID so client can show item as 'attached' in inventory
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grp.SetFromItemID(item.ID);
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if (AddInventoryItem(item))
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remoteClient.SendInventoryItemCreateUpdate(item, 0);
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else
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m_dialogModule.SendAlertToUser(remoteClient, "Operation failed");
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itemID = item.ID;
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return item.AssetID;
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}
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}
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else
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{
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item.BasePermissions = grp.RootPart.BaseMask;
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item.CurrentPermissions = grp.RootPart.OwnerMask;
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item.NextPermissions = grp.RootPart.NextOwnerMask;
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item.EveryOnePermissions = grp.RootPart.EveryoneMask;
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item.GroupPermissions = grp.RootPart.GroupMask;
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}
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item.CreationDate = Util.UnixTimeSinceEpoch();
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return UUID.Zero;
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// sets itemID so client can show item as 'attached' in inventory
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grp.SetFromItemID(item.ID);
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if (AddInventoryItem(item))
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remoteClient.SendInventoryItemCreateUpdate(item, 0);
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else
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m_dialogModule.SendAlertToUser(remoteClient, "Operation failed");
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itemID = item.ID;
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return item.AssetID;
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}
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}
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/// <summary>
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/// <summary>
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