Implement taking of coalesced objects.
WARNING!!!!! You can TAKE them, but you can't REZ them again. Only the first of the contained objects will rez, the rest is inaccessible until rezzing them is implemented. Also, rotations are not explicitly stored. This MAY work. Or not.avinationmerge
parent
42f76773a1
commit
2db0ac74c7
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@ -28,6 +28,7 @@
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using System;
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using System.Collections.Generic;
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using System.Net;
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using System.Xml;
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using System.Reflection;
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using System.Threading;
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@ -191,11 +192,11 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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public virtual UUID DeleteToInventory(DeRezAction action, UUID folderID,
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List<SceneObjectGroup> objectGroups, IClientAPI remoteClient)
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{
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// HACK: This is only working for lists containing a single item!
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// It's just a hack to make this WIP compile and run. Nothing
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// currently calls this with multiple items.
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UUID ret = UUID.Zero;
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// The following code groups the SOG's by owner. No objects
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// belonging to different people can be coalesced, for obvious
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// reasons.
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Dictionary<UUID, List<SceneObjectGroup>> deletes =
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new Dictionary<UUID, List<SceneObjectGroup>>();
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@ -207,266 +208,328 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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deletes[g.OwnerID].Add(g);
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}
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foreach (List<SceneObjectGroup> objlist in deletes.Values)
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ret = DeleteToInventory(action, folderID, objlist, remoteClient);
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return ret;
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}
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private UUID DeleteToInventory(DeRezAction action, UUID folderID,
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SceneObjectGroup objectGroup, IClientAPI remoteClient)
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{
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// This is pethod scoped and will be returned. It will be the
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// last created asset id
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UUID assetID = UUID.Zero;
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Vector3 inventoryStoredPosition = new Vector3
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(((objectGroup.AbsolutePosition.X > (int)Constants.RegionSize)
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? 250
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: objectGroup.AbsolutePosition.X)
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,
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(objectGroup.AbsolutePosition.X > (int)Constants.RegionSize)
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? 250
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: objectGroup.AbsolutePosition.X,
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objectGroup.AbsolutePosition.Z);
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Vector3 originalPosition = objectGroup.AbsolutePosition;
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// Restore attachment data after trip through the sim
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if (objectGroup.RootPart.AttachPoint > 0)
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inventoryStoredPosition = objectGroup.RootPart.AttachOffset;
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objectGroup.RootPart.Shape.State = objectGroup.RootPart.AttachPoint;
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objectGroup.AbsolutePosition = inventoryStoredPosition;
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string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(objectGroup);
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objectGroup.AbsolutePosition = originalPosition;
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// Get the user info of the item destination
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//
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UUID userID = UUID.Zero;
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if (action == DeRezAction.Take || action == DeRezAction.TakeCopy ||
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action == DeRezAction.SaveToExistingUserInventoryItem)
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// Each iteration is really a separate asset being created,
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// with distinct destinations as well.
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foreach (List<SceneObjectGroup> objlist in deletes.Values)
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{
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// Take or take copy require a taker
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// Saving changes requires a local user
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//
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if (remoteClient == null)
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return UUID.Zero;
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Dictionary<UUID, string> xmlStrings =
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new Dictionary<UUID, string>();
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userID = remoteClient.AgentId;
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}
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else
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{
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// All returns / deletes go to the object owner
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//
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userID = objectGroup.RootPart.OwnerID;
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}
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if (userID == UUID.Zero) // Can't proceed
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{
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return UUID.Zero;
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}
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// If we're returning someone's item, it goes back to the
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// owner's Lost And Found folder.
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// Delete is treated like return in this case
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// Deleting your own items makes them go to trash
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//
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InventoryFolderBase folder = null;
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InventoryItemBase item = null;
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if (DeRezAction.SaveToExistingUserInventoryItem == action)
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{
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item = new InventoryItemBase(objectGroup.RootPart.FromUserInventoryItemID, userID);
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item = m_Scene.InventoryService.GetItem(item);
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//item = userInfo.RootFolder.FindItem(
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// objectGroup.RootPart.FromUserInventoryItemID);
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if (null == item)
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foreach (SceneObjectGroup objectGroup in objlist)
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{
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m_log.DebugFormat(
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"[AGENT INVENTORY]: Object {0} {1} scheduled for save to inventory has already been deleted.",
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objectGroup.Name, objectGroup.UUID);
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return UUID.Zero;
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}
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}
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else
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{
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// Folder magic
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//
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if (action == DeRezAction.Delete)
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{
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// Deleting someone else's item
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//
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if (remoteClient == null ||
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objectGroup.OwnerID != remoteClient.AgentId)
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{
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Vector3 inventoryStoredPosition = new Vector3
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(((objectGroup.AbsolutePosition.X > (int)Constants.RegionSize)
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? 250
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: objectGroup.AbsolutePosition.X)
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,
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(objectGroup.AbsolutePosition.X > (int)Constants.RegionSize)
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? 250
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: objectGroup.AbsolutePosition.X,
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objectGroup.AbsolutePosition.Z);
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folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.LostAndFoundFolder);
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}
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else
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{
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folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.TrashFolder);
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}
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}
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else if (action == DeRezAction.Return)
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{
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Vector3 originalPosition = objectGroup.AbsolutePosition;
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// Dump to lost + found unconditionally
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//
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folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.LostAndFoundFolder);
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}
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// Restore attachment data after trip through the sim
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if (objectGroup.RootPart.AttachPoint > 0)
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inventoryStoredPosition = objectGroup.RootPart.AttachOffset;
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objectGroup.RootPart.Shape.State = objectGroup.RootPart.AttachPoint;
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if (folderID == UUID.Zero && folder == null)
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{
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if (action == DeRezAction.Delete)
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{
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// Deletes go to trash by default
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//
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folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.TrashFolder);
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}
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else
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{
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if (remoteClient == null ||
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objectGroup.OwnerID != remoteClient.AgentId)
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{
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// Taking copy of another person's item. Take to
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// Objects folder.
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folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.Object);
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}
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else
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{
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// Catch all. Use lost & found
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//
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folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.LostAndFoundFolder);
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}
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}
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}
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// Override and put into where it came from, if it came
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// from anywhere in inventory
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//
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if (action == DeRezAction.Take || action == DeRezAction.TakeCopy)
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{
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if (objectGroup.RootPart.FromFolderID != UUID.Zero)
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{
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InventoryFolderBase f = new InventoryFolderBase(objectGroup.RootPart.FromFolderID, userID);
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folder = m_Scene.InventoryService.GetFolder(f);
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}
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}
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if (folder == null) // None of the above
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{
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folder = new InventoryFolderBase(folderID);
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if (folder == null) // Nowhere to put it
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{
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return UUID.Zero;
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}
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}
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item = new InventoryItemBase();
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item.CreatorId = objectGroup.RootPart.CreatorID.ToString();
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item.ID = UUID.Random();
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item.InvType = (int)InventoryType.Object;
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item.Folder = folder.ID;
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item.Owner = userID;
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}
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AssetBase asset = CreateAsset(
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objectGroup.GetPartName(objectGroup.RootPart.LocalId),
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objectGroup.GetPartDescription(objectGroup.RootPart.LocalId),
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(sbyte)AssetType.Object,
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Utils.StringToBytes(sceneObjectXml),
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objectGroup.OwnerID.ToString());
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m_Scene.AssetService.Store(asset);
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assetID = asset.FullID;
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if (DeRezAction.SaveToExistingUserInventoryItem == action)
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{
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item.AssetID = asset.FullID;
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m_Scene.InventoryService.UpdateItem(item);
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}
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else
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{
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item.AssetID = asset.FullID;
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if (remoteClient != null && (remoteClient.AgentId != objectGroup.RootPart.OwnerID) && m_Scene.Permissions.PropagatePermissions())
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{
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uint perms = objectGroup.GetEffectivePermissions();
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uint nextPerms = (perms & 7) << 13;
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if ((nextPerms & (uint)PermissionMask.Copy) == 0)
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perms &= ~(uint)PermissionMask.Copy;
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if ((nextPerms & (uint)PermissionMask.Transfer) == 0)
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perms &= ~(uint)PermissionMask.Transfer;
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if ((nextPerms & (uint)PermissionMask.Modify) == 0)
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perms &= ~(uint)PermissionMask.Modify;
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objectGroup.AbsolutePosition = inventoryStoredPosition;
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// Make sure all bits but the ones we want are clear
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// on take.
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// This will be applied to the current perms, so
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// it will do what we want.
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objectGroup.RootPart.NextOwnerMask &=
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((uint)PermissionMask.Copy |
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((uint)PermissionMask.Copy |
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(uint)PermissionMask.Transfer |
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(uint)PermissionMask.Modify);
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objectGroup.RootPart.NextOwnerMask |=
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(uint)PermissionMask.Move;
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item.BasePermissions = perms & objectGroup.RootPart.NextOwnerMask;
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item.CurrentPermissions = item.BasePermissions;
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item.NextPermissions = objectGroup.RootPart.NextOwnerMask;
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item.EveryOnePermissions = objectGroup.RootPart.EveryoneMask & objectGroup.RootPart.NextOwnerMask;
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item.GroupPermissions = objectGroup.RootPart.GroupMask & objectGroup.RootPart.NextOwnerMask;
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// Magic number badness. Maybe this deserves an enum.
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// bit 4 (16) is the "Slam" bit, it means treat as passed
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// and apply next owner perms on rez
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item.CurrentPermissions |= 16; // Slam!
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}
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else
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{
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item.BasePermissions = objectGroup.GetEffectivePermissions();
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item.CurrentPermissions = objectGroup.GetEffectivePermissions();
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item.NextPermissions = objectGroup.RootPart.NextOwnerMask;
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item.EveryOnePermissions = objectGroup.RootPart.EveryoneMask;
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item.GroupPermissions = objectGroup.RootPart.GroupMask;
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string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(objectGroup);
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item.CurrentPermissions &=
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((uint)PermissionMask.Copy |
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(uint)PermissionMask.Transfer |
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(uint)PermissionMask.Modify |
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(uint)PermissionMask.Move |
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7); // Preserve folded permissions
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objectGroup.AbsolutePosition = originalPosition;
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xmlStrings[objectGroup.UUID] = sceneObjectXml;
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}
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// TODO: add the new fields (Flags, Sale info, etc)
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item.CreationDate = Util.UnixTimeSinceEpoch();
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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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string itemXml;
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m_Scene.AddInventoryItem(item);
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if (objlist.Count > 1)
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{
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float minX, minY, minZ;
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float maxX, maxY, maxZ;
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if (remoteClient != null && item.Owner == remoteClient.AgentId)
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{
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remoteClient.SendInventoryItemCreateUpdate(item, 0);
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}
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else
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{
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ScenePresence notifyUser = m_Scene.GetScenePresence(item.Owner);
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if (notifyUser != null)
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Vector3[] offsets = m_Scene.GetCombinedBoundingBox(objlist,
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out minX, out maxX, out minY, out maxY,
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out minZ, out maxZ);
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// CreateWrapper
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XmlDocument itemDoc = new XmlDocument();
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XmlElement root = itemDoc.CreateElement("", "CoalescedObject", "");
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itemDoc.AppendChild(root);
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// Embed the offsets into the group XML
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for ( int i = 0 ; i < objlist.Count ; i++ )
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{
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notifyUser.ControllingClient.SendInventoryItemCreateUpdate(item, 0);
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XmlDocument doc = new XmlDocument();
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SceneObjectGroup g = objlist[i];
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doc.LoadXml(xmlStrings[g.UUID]);
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XmlElement e = (XmlElement)doc.SelectSingleNode("/SceneObjectGroup");
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e.SetAttribute("offsetx", offsets[i].X.ToString());
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e.SetAttribute("offsety", offsets[i].Y.ToString());
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e.SetAttribute("offsetz", offsets[i].Z.ToString());
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XmlNode objectNode = itemDoc.ImportNode(e, true);
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root.AppendChild(objectNode);
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}
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float sizeX = maxX - minX;
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float sizeY = maxY - minY;
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float sizeZ = maxZ - minZ;
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root.SetAttribute("x", sizeX.ToString());
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root.SetAttribute("y", sizeY.ToString());
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root.SetAttribute("z", sizeZ.ToString());
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itemXml = itemDoc.InnerXml;
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}
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else
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{
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itemXml = xmlStrings[objlist[0].UUID];
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}
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// Get the user info of the item destination
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//
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UUID userID = UUID.Zero;
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if (action == DeRezAction.Take || action == DeRezAction.TakeCopy ||
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action == DeRezAction.SaveToExistingUserInventoryItem)
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{
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// Take or take copy require a taker
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// Saving changes requires a local user
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//
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if (remoteClient == null)
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return UUID.Zero;
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userID = remoteClient.AgentId;
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}
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else
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{
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// All returns / deletes go to the object owner
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//
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userID = objlist[0].RootPart.OwnerID;
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}
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if (userID == UUID.Zero) // Can't proceed
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{
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return UUID.Zero;
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}
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// If we're returning someone's item, it goes back to the
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// owner's Lost And Found folder.
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// Delete is treated like return in this case
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// Deleting your own items makes them go to trash
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//
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InventoryFolderBase folder = null;
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InventoryItemBase item = null;
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if (DeRezAction.SaveToExistingUserInventoryItem == action)
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{
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item = new InventoryItemBase(objlist[0].RootPart.FromUserInventoryItemID, userID);
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item = m_Scene.InventoryService.GetItem(item);
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//item = userInfo.RootFolder.FindItem(
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// objectGroup.RootPart.FromUserInventoryItemID);
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if (null == item)
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{
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m_log.DebugFormat(
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"[AGENT INVENTORY]: Object {0} {1} scheduled for save to inventory has already been deleted.",
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objlist[0].Name, objlist[0].UUID);
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return UUID.Zero;
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}
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}
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else
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{
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// Folder magic
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//
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if (action == DeRezAction.Delete)
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{
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// Deleting someone else's item
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//
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if (remoteClient == null ||
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objlist[0].OwnerID != remoteClient.AgentId)
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{
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folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.LostAndFoundFolder);
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}
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else
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{
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folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.TrashFolder);
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}
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}
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else if (action == DeRezAction.Return)
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{
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// Dump to lost + found unconditionally
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//
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folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.LostAndFoundFolder);
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}
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if (folderID == UUID.Zero && folder == null)
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{
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if (action == DeRezAction.Delete)
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{
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// Deletes go to trash by default
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//
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folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.TrashFolder);
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}
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else
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{
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if (remoteClient == null ||
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objlist[0].OwnerID != remoteClient.AgentId)
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{
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// Taking copy of another person's item. Take to
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// Objects folder.
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folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.Object);
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}
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else
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{
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// Catch all. Use lost & found
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//
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folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.LostAndFoundFolder);
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}
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}
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}
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// Override and put into where it came from, if it came
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// from anywhere in inventory
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//
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if (action == DeRezAction.Take || action == DeRezAction.TakeCopy)
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{
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if (objlist[0].RootPart.FromFolderID != UUID.Zero)
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{
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InventoryFolderBase f = new InventoryFolderBase(objlist[0].RootPart.FromFolderID, userID);
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folder = m_Scene.InventoryService.GetFolder(f);
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}
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}
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if (folder == null) // None of the above
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{
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folder = new InventoryFolderBase(folderID);
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if (folder == null) // Nowhere to put it
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{
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return UUID.Zero;
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}
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}
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item = new InventoryItemBase();
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// Can't know creator is the same, so null it in inventory
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if (objlist.Count > 1)
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item.CreatorId = UUID.Zero.ToString();
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else
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item.CreatorId = objlist[0].RootPart.CreatorID.ToString();
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item.ID = UUID.Random();
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item.InvType = (int)InventoryType.Object;
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item.Folder = folder.ID;
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item.Owner = userID;
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if (objlist.Count > 1)
|
||||
item.Flags = (uint)InventoryItemFlags.ObjectHasMultipleItems;
|
||||
}
|
||||
|
||||
AssetBase asset = CreateAsset(
|
||||
objlist[0].GetPartName(objlist[0].RootPart.LocalId),
|
||||
objlist[0].GetPartDescription(objlist[0].RootPart.LocalId),
|
||||
(sbyte)AssetType.Object,
|
||||
Utils.StringToBytes(itemXml),
|
||||
objlist[0].OwnerID.ToString());
|
||||
m_Scene.AssetService.Store(asset);
|
||||
assetID = asset.FullID;
|
||||
|
||||
if (DeRezAction.SaveToExistingUserInventoryItem == action)
|
||||
{
|
||||
item.AssetID = asset.FullID;
|
||||
m_Scene.InventoryService.UpdateItem(item);
|
||||
}
|
||||
else
|
||||
{
|
||||
item.AssetID = asset.FullID;
|
||||
|
||||
uint effectivePerms = (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify | PermissionMask.Move) | 7;
|
||||
foreach (SceneObjectGroup grp in objlist)
|
||||
effectivePerms &= grp.GetEffectivePermissions();
|
||||
effectivePerms |= (uint)PermissionMask.Move;
|
||||
|
||||
if (remoteClient != null && (remoteClient.AgentId != objlist[0].RootPart.OwnerID) && m_Scene.Permissions.PropagatePermissions())
|
||||
{
|
||||
uint perms = effectivePerms;
|
||||
uint nextPerms = (perms & 7) << 13;
|
||||
if ((nextPerms & (uint)PermissionMask.Copy) == 0)
|
||||
perms &= ~(uint)PermissionMask.Copy;
|
||||
if ((nextPerms & (uint)PermissionMask.Transfer) == 0)
|
||||
perms &= ~(uint)PermissionMask.Transfer;
|
||||
if ((nextPerms & (uint)PermissionMask.Modify) == 0)
|
||||
perms &= ~(uint)PermissionMask.Modify;
|
||||
|
||||
item.BasePermissions = perms & objlist[0].RootPart.NextOwnerMask;
|
||||
item.CurrentPermissions = item.BasePermissions;
|
||||
item.NextPermissions = perms & objlist[0].RootPart.NextOwnerMask;
|
||||
item.EveryOnePermissions = objlist[0].RootPart.EveryoneMask & objlist[0].RootPart.NextOwnerMask;
|
||||
item.GroupPermissions = objlist[0].RootPart.GroupMask & objlist[0].RootPart.NextOwnerMask;
|
||||
|
||||
// Magic number badness. Maybe this deserves an enum.
|
||||
// bit 4 (16) is the "Slam" bit, it means treat as passed
|
||||
// and apply next owner perms on rez
|
||||
item.CurrentPermissions |= 16; // Slam!
|
||||
}
|
||||
else
|
||||
{
|
||||
item.BasePermissions = effectivePerms;
|
||||
item.CurrentPermissions = effectivePerms;
|
||||
item.NextPermissions = objlist[0].RootPart.NextOwnerMask & effectivePerms;
|
||||
item.EveryOnePermissions = objlist[0].RootPart.EveryoneMask & effectivePerms;
|
||||
item.GroupPermissions = objlist[0].RootPart.GroupMask & effectivePerms;
|
||||
|
||||
item.CurrentPermissions &=
|
||||
((uint)PermissionMask.Copy |
|
||||
(uint)PermissionMask.Transfer |
|
||||
(uint)PermissionMask.Modify |
|
||||
(uint)PermissionMask.Move |
|
||||
7); // Preserve folded permissions
|
||||
}
|
||||
|
||||
// TODO: add the new fields (Flags, Sale info, etc)
|
||||
item.CreationDate = Util.UnixTimeSinceEpoch();
|
||||
item.Description = asset.Description;
|
||||
item.Name = asset.Name;
|
||||
item.AssetType = asset.Type;
|
||||
|
||||
m_Scene.AddInventoryItem(item);
|
||||
|
||||
if (remoteClient != null && item.Owner == remoteClient.AgentId)
|
||||
{
|
||||
remoteClient.SendInventoryItemCreateUpdate(item, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
ScenePresence notifyUser = m_Scene.GetScenePresence(item.Owner);
|
||||
if (notifyUser != null)
|
||||
{
|
||||
notifyUser.ControllingClient.SendInventoryItemCreateUpdate(item, 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return assetID;
|
||||
}
|
||||
|
||||
|
|
|
@ -137,7 +137,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
x = m_inventoryDeletes.Dequeue();
|
||||
|
||||
m_log.DebugFormat(
|
||||
"[ASYNC DELETER]: Sending object to user's inventory, {0} item(s) remaining.", left);
|
||||
"[ASYNC DELETER]: Sending object to user's inventory, action {1}, count {2}, {0} item(s) remaining.", left, x.action, x.objectGroups.Count);
|
||||
|
||||
try
|
||||
{
|
||||
|
@ -177,4 +177,4 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -5063,8 +5063,17 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
{
|
||||
float ominX, ominY, ominZ, omaxX, omaxY, omaxZ;
|
||||
|
||||
Vector3 vec = g.AbsolutePosition;
|
||||
|
||||
g.GetAxisAlignedBoundingBoxRaw(out ominX, out omaxX, out ominY, out omaxY, out ominZ, out omaxZ);
|
||||
|
||||
ominX += vec.X;
|
||||
omaxX += vec.X;
|
||||
ominY += vec.Y;
|
||||
omaxY += vec.Y;
|
||||
ominZ += vec.Z;
|
||||
omaxZ += vec.Z;
|
||||
|
||||
if (minX > ominX)
|
||||
minX = ominX;
|
||||
if (minY > ominY)
|
||||
|
|
|
@ -1569,8 +1569,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
ILandObject parcel = m_scene.LandChannel.GetLandObject(
|
||||
m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y);
|
||||
|
||||
List<uint> returns = new List<uint>();
|
||||
|
||||
if (parcel != null && parcel.LandData != null &&
|
||||
parcel.LandData.OtherCleanTime != 0)
|
||||
{
|
||||
|
@ -1584,15 +1582,14 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
DetachFromBackup();
|
||||
m_log.InfoFormat("[SCENE]: Returning object {0} due to parcel auto return", RootPart.UUID.ToString());
|
||||
m_scene.AddReturn(OwnerID, Name, AbsolutePosition, "parcel auto return");
|
||||
returns.Add(RootPart.LocalId);
|
||||
m_scene.DeRezObjects(null, new List<uint>() { RootPart.LocalId }, UUID.Zero,
|
||||
DeRezAction.Return, UUID.Zero);
|
||||
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
m_scene.DeRezObjects(null, returns, UUID.Zero,
|
||||
DeRezAction.Return, UUID.Zero);
|
||||
}
|
||||
|
||||
if (HasGroupChanged)
|
||||
|
|
Loading…
Reference in New Issue