Provide a configuration setting to control whether multiple taken objects are coalesced to inventory

This is the CoalesceMultipleObjectsToInventory setting in [Inventory] in OpenSimDefaults.ini
Default is true.
bulletsim
Justin Clark-Casey (justincc) 2011-04-18 20:03:53 +01:00
parent 03e725ad87
commit 419fc9427e
3 changed files with 54 additions and 15 deletions

View File

@ -75,6 +75,9 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
if (name == Name)
{
m_Enabled = true;
InitialiseCommon(source);
m_log.InfoFormat("[HG INVENTORY ACCESS MODULE]: {0} enabled.", Name);
IConfig thisModuleConfig = source.Configs["HGInventoryAccessModule"];

View File

@ -64,7 +64,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
return m_UserManagement;
}
}
public bool CoalesceMultipleObjectsToInventory { get; set; }
#region INonSharedRegionModule
@ -87,10 +88,28 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
if (name == Name)
{
m_Enabled = true;
m_log.InfoFormat("[INVENTORY ACCESS MODULE]: {0} enabled.", Name);
InitialiseCommon(source);
m_log.InfoFormat("[INVENTORY ACCESS MODULE]: {0} enabled.", Name);
}
}
}
/// <summary>
/// Common module config for both this and descendant classes.
/// </summary>
/// <param name="source"></param>
protected virtual void InitialiseCommon(IConfigSource source)
{
IConfig inventoryConfig = source.Configs["Inventory"];
if (inventoryConfig != null)
CoalesceMultipleObjectsToInventory
= inventoryConfig.GetBoolean("CoalesceMultipleObjectsToInventory", true);
else
CoalesceMultipleObjectsToInventory = true;
}
public virtual void PostInitialise()
{
@ -206,20 +225,30 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
public virtual UUID DeleteToInventory(DeRezAction action, UUID folderID,
List<SceneObjectGroup> objectGroups, IClientAPI remoteClient)
{
UUID ret = UUID.Zero;
// The following code groups the SOG's by owner. No objects
// belonging to different people can be coalesced, for obvious
// reasons.
Dictionary<UUID, List<SceneObjectGroup>> deletes =
new Dictionary<UUID, List<SceneObjectGroup>>();
foreach (SceneObjectGroup g in objectGroups)
Dictionary<UUID, List<SceneObjectGroup>> deletes = new Dictionary<UUID, List<SceneObjectGroup>>();
if (CoalesceMultipleObjectsToInventory)
{
if (!deletes.ContainsKey(g.OwnerID))
deletes[g.OwnerID] = new List<SceneObjectGroup>();
deletes[g.OwnerID].Add(g);
// The following code groups the SOG's by owner. No objects
// belonging to different people can be coalesced, for obvious
// reasons.
foreach (SceneObjectGroup g in objectGroups)
{
if (!deletes.ContainsKey(g.OwnerID))
deletes[g.OwnerID] = new List<SceneObjectGroup>();
deletes[g.OwnerID].Add(g);
}
}
else
{
// If we don't want to coalesce then put every object in its own bundle.
foreach (SceneObjectGroup g in objectGroups)
{
List<SceneObjectGroup> bundle = new List<SceneObjectGroup>();
bundle.Add(g);
deletes[g.UUID] = bundle;
}
}
// This is method scoped and will be returned. It will be the

View File

@ -453,6 +453,13 @@
; ForwardOfflineGroupMessages = true
[Inventory]
; Control whether multiple objects sent to inventory should be coaleseced into a single item
; There are still some issues with coalescence, including the fact that rotation is not restored
; and some assets may be missing from archive files.
CoalesceMultipleObjectsToInventory = true
[ODEPhysicsSettings]
;##
;## World Settings