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
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03e725ad87
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419fc9427e
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@ -75,6 +75,9 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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if (name == Name)
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{
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m_Enabled = true;
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InitialiseCommon(source);
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m_log.InfoFormat("[HG INVENTORY ACCESS MODULE]: {0} enabled.", Name);
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IConfig thisModuleConfig = source.Configs["HGInventoryAccessModule"];
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@ -65,6 +65,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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}
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}
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public bool CoalesceMultipleObjectsToInventory { get; set; }
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#region INonSharedRegionModule
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@ -87,11 +88,29 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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if (name == Name)
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{
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m_Enabled = true;
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InitialiseCommon(source);
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m_log.InfoFormat("[INVENTORY ACCESS MODULE]: {0} enabled.", Name);
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}
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}
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}
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/// <summary>
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/// Common module config for both this and descendant classes.
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/// </summary>
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/// <param name="source"></param>
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protected virtual void InitialiseCommon(IConfigSource source)
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{
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IConfig inventoryConfig = source.Configs["Inventory"];
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if (inventoryConfig != null)
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CoalesceMultipleObjectsToInventory
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= inventoryConfig.GetBoolean("CoalesceMultipleObjectsToInventory", true);
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else
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CoalesceMultipleObjectsToInventory = true;
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}
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public virtual void PostInitialise()
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{
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}
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@ -206,20 +225,30 @@ 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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UUID ret = UUID.Zero;
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Dictionary<UUID, List<SceneObjectGroup>> deletes = new Dictionary<UUID, List<SceneObjectGroup>>();
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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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foreach (SceneObjectGroup g in objectGroups)
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if (CoalesceMultipleObjectsToInventory)
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{
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if (!deletes.ContainsKey(g.OwnerID))
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deletes[g.OwnerID] = new List<SceneObjectGroup>();
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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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foreach (SceneObjectGroup g in objectGroups)
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{
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if (!deletes.ContainsKey(g.OwnerID))
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deletes[g.OwnerID] = new List<SceneObjectGroup>();
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deletes[g.OwnerID].Add(g);
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deletes[g.OwnerID].Add(g);
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}
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}
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else
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{
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// If we don't want to coalesce then put every object in its own bundle.
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foreach (SceneObjectGroup g in objectGroups)
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{
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List<SceneObjectGroup> bundle = new List<SceneObjectGroup>();
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bundle.Add(g);
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deletes[g.UUID] = bundle;
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}
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}
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// This is method scoped and will be returned. It will be the
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@ -453,6 +453,13 @@
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; ForwardOfflineGroupMessages = true
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[Inventory]
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; Control whether multiple objects sent to inventory should be coaleseced into a single item
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; There are still some issues with coalescence, including the fact that rotation is not restored
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; and some assets may be missing from archive files.
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CoalesceMultipleObjectsToInventory = true
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[ODEPhysicsSettings]
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;##
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;## World Settings
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