Prevent items being destroyed by rename operations. Renaming of a wearable also
sends an asset transaciton but it is empty. So we can't ignore name data when a transaction is present and can't treat every transaction as valid. Conflicts: OpenSim/Region/Framework/Scenes/Scene.Inventory.cs0.7.4-extended
parent
25b539e593
commit
2f6ddc68b0
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@ -321,7 +321,8 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
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// to avoid a race condition when the appearance module retrieves the item to set the asset id in
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// the AvatarAppearance structure.
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item.AssetID = m_asset.FullID;
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m_Scene.InventoryService.UpdateItem(item);
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if (item.AssetID != UUID.Zero)
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m_Scene.InventoryService.UpdateItem(item);
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if (m_uploadState == UploadState.Complete)
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{
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@ -407,16 +407,16 @@ namespace OpenSim.Region.Framework.Scenes
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if (item.Owner != remoteClient.AgentId)
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return;
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if (UUID.Zero == transactionID)
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{
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item.Name = itemUpd.Name;
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item.Description = itemUpd.Description;
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item.Name = itemUpd.Name;
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item.Description = itemUpd.Description;
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// m_log.DebugFormat(
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// "[USER INVENTORY]: itemUpd {0} {1} {2} {3}, item {4} {5} {6} {7}",
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// itemUpd.NextPermissions, itemUpd.GroupPermissions, itemUpd.EveryOnePermissions, item.Flags,
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// item.NextPermissions, item.GroupPermissions, item.EveryOnePermissions, item.CurrentPermissions);
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if (itemUpd.NextPermissions != 0) // Use this to determine validity. Can never be 0 if valid
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{
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if (item.NextPermissions != (itemUpd.NextPermissions & item.BasePermissions))
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item.Flags |= (uint)InventoryItemFlags.ObjectOverwriteNextOwner;
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item.NextPermissions = itemUpd.NextPermissions & item.BasePermissions;
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@ -451,7 +451,8 @@ namespace OpenSim.Region.Framework.Scenes
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InventoryService.UpdateItem(item);
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}
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else
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if (UUID.Zero != transactionID)
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{
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if (AgentTransactionsModule != null)
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{
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