Allow updating the wearable type of wearables that have a type of 0.
This will allow viewers to fix broken wearables as they detect them.0.7.6-extended
parent
85a9cb260a
commit
3585b0a139
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@ -416,6 +416,8 @@ namespace OpenSim.Region.Framework.Scenes
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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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bool sendUpdate = false;
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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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// Create a set of base permissions that will not include export if the user
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@ -489,11 +491,13 @@ namespace OpenSim.Region.Framework.Scenes
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item.SalePrice = itemUpd.SalePrice;
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item.SaleType = itemUpd.SaleType;
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InventoryService.UpdateItem(item);
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if (item.InvType == (int)InventoryType.Wearable && (item.Flags & 0xf) == 0 && (itemUpd.Flags & 0xf) != 0)
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{
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item.Flags = (uint)(item.Flags & 0xfffffff0) | (itemUpd.Flags & 0xf);
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sendUpdate = true;
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}
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// We cannot send out a bulk update here, since this will cause editing of clothing to start
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// failing frequently. Possibly this is a race with a separate transaction that uploads the asset.
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// remoteClient.SendBulkUpdateInventory(item);
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InventoryService.UpdateItem(item);
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}
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if (UUID.Zero != transactionID)
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@ -503,6 +507,14 @@ namespace OpenSim.Region.Framework.Scenes
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AgentTransactionsModule.HandleItemUpdateFromTransaction(remoteClient, transactionID, item);
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}
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}
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else
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{
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// This MAY be problematic, if it is, another solution
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// needs to be found. If inventory item flags are updated
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// the viewer's notion of the item needs to be refreshed.
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if (sendUpdate)
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remoteClient.SendBulkUpdateInventory(item);
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}
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}
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else
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{
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