From 380b017e3295eaf30a4a96c23faed5be78495256 Mon Sep 17 00:00:00 2001 From: Melanie Date: Sun, 27 Jan 2013 00:20:34 +0100 Subject: [PATCH] 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. --- .../Agent/AssetTransaction/AssetXferUploader.cs | 3 ++- OpenSim/Region/Framework/Scenes/Scene.Inventory.cs | 13 +++++++------ 2 files changed, 9 insertions(+), 7 deletions(-) diff --git a/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs b/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs index 0aa46931fb..43b8b4462f 100644 --- a/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs +++ b/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs @@ -339,7 +339,8 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction // to avoid a race condition when the appearance module retrieves the item to set the asset id in // the AvatarAppearance structure. item.AssetID = m_asset.FullID; - m_Scene.InventoryService.UpdateItem(item); + if (item.AssetID != UUID.Zero) + m_Scene.InventoryService.UpdateItem(item); if (m_uploadState == UploadState.Complete) { diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs index c9d1205484..4130029b33 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs @@ -401,17 +401,17 @@ namespace OpenSim.Region.Framework.Scenes if (item.Owner != remoteClient.AgentId) return; - if (UUID.Zero == transactionID) - { - item.Flags = (item.Flags & ~(uint)255) | (itemUpd.Flags & (uint)255); - item.Name = itemUpd.Name; - item.Description = itemUpd.Description; + item.Flags = (item.Flags & ~(uint)255) | (itemUpd.Flags & (uint)255); + item.Name = itemUpd.Name; + item.Description = itemUpd.Description; // m_log.DebugFormat( // "[USER INVENTORY]: itemUpd {0} {1} {2} {3}, item {4} {5} {6} {7}", // itemUpd.NextPermissions, itemUpd.GroupPermissions, itemUpd.EveryOnePermissions, item.Flags, // item.NextPermissions, item.GroupPermissions, item.EveryOnePermissions, item.CurrentPermissions); + if (itemUpd.NextPermissions != 0) // Use this to determine validity. Can never be 0 if valid + { if (item.NextPermissions != (itemUpd.NextPermissions & item.BasePermissions)) item.Flags |= (uint)InventoryItemFlags.ObjectOverwriteNextOwner; item.NextPermissions = itemUpd.NextPermissions & item.BasePermissions; @@ -446,7 +446,8 @@ namespace OpenSim.Region.Framework.Scenes InventoryService.UpdateItem(item); } - else + + if (UUID.Zero != transactionID) { if (AgentTransactionsModule != null) {