refactor: split out some rez code into a separate CreateItemForObject() method
parent
66a62678e5
commit
52d9230392
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@ -274,154 +274,22 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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foreach (SceneObjectGroup objectGroup in objlist)
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objectGroup.AbsolutePosition = originalPositions[objectGroup.UUID];
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// Get the user info of the item destination
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//
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UUID userID = UUID.Zero;
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if (action == DeRezAction.Take || action == DeRezAction.TakeCopy ||
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action == DeRezAction.SaveToExistingUserInventoryItem)
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{
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// Take or take copy require a taker
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// Saving changes requires a local user
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//
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if (remoteClient == null)
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InventoryItemBase item = CreateItemForObject(action, remoteClient, objlist[0], folderID);
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if (item == null)
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return UUID.Zero;
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userID = remoteClient.AgentId;
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}
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else
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{
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// All returns / deletes go to the object owner
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//
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userID = objlist[0].RootPart.OwnerID;
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}
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if (userID == UUID.Zero) // Can't proceed
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{
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return UUID.Zero;
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}
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// If we're returning someone's item, it goes back to the
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// owner's Lost And Found folder.
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// Delete is treated like return in this case
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// Deleting your own items makes them go to trash
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//
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InventoryFolderBase folder = null;
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InventoryItemBase item = null;
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if (DeRezAction.SaveToExistingUserInventoryItem == action)
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{
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item = new InventoryItemBase(objlist[0].RootPart.FromUserInventoryItemID, userID);
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item = m_Scene.InventoryService.GetItem(item);
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//item = userInfo.RootFolder.FindItem(
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// objectGroup.RootPart.FromUserInventoryItemID);
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if (null == item)
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{
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m_log.DebugFormat(
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"[AGENT INVENTORY]: Object {0} {1} scheduled for save to inventory has already been deleted.",
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objlist[0].Name, objlist[0].UUID);
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return UUID.Zero;
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}
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}
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else
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{
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// Folder magic
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//
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if (action == DeRezAction.Delete)
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{
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// Deleting someone else's item
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//
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if (remoteClient == null ||
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objlist[0].OwnerID != remoteClient.AgentId)
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{
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folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.LostAndFoundFolder);
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}
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else
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{
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folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.TrashFolder);
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}
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}
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else if (action == DeRezAction.Return)
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{
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// Dump to lost + found unconditionally
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//
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folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.LostAndFoundFolder);
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}
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if (folderID == UUID.Zero && folder == null)
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{
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if (action == DeRezAction.Delete)
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{
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// Deletes go to trash by default
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//
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folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.TrashFolder);
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}
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else
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{
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if (remoteClient == null ||
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objlist[0].OwnerID != remoteClient.AgentId)
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{
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// Taking copy of another person's item. Take to
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// Objects folder.
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folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.Object);
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}
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else
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{
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// Catch all. Use lost & found
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//
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folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.LostAndFoundFolder);
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}
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}
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}
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// Override and put into where it came from, if it came
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// from anywhere in inventory
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//
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if (action == DeRezAction.Take || action == DeRezAction.TakeCopy)
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{
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if (objlist[0].RootPart.FromFolderID != UUID.Zero)
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{
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InventoryFolderBase f = new InventoryFolderBase(objlist[0].RootPart.FromFolderID, userID);
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folder = m_Scene.InventoryService.GetFolder(f);
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}
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}
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if (folder == null) // None of the above
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{
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folder = new InventoryFolderBase(folderID);
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if (folder == null) // Nowhere to put it
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{
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return UUID.Zero;
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}
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}
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item = new InventoryItemBase();
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// Can't know creator is the same, so null it in inventory
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if (objlist.Count > 1)
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item.CreatorId = UUID.Zero.ToString();
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else
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item.CreatorId = objlist[0].RootPart.CreatorID.ToString();
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item.ID = UUID.Random();
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item.InvType = (int)InventoryType.Object;
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item.Folder = folder.ID;
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item.Owner = userID;
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if (objlist.Count > 1)
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{
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item.CreatorId = UUID.Zero.ToString();
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item.Flags = (uint)InventoryItemFlags.ObjectHasMultipleItems;
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}
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else
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{
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item.CreatorId = objlist[0].RootPart.CreatorID.ToString();
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item.SaleType = objlist[0].RootPart.ObjectSaleType;
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item.SalePrice = objlist[0].RootPart.SalePrice;
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}
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}
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AssetBase asset = CreateAsset(
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objlist[0].GetPartName(objlist[0].RootPart.LocalId),
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@ -505,9 +373,157 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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}
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}
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}
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return assetID;
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}
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/// <summary>
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/// Create an item using details for the given scene object.
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/// </summary>
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/// <param name="action"></param>
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/// <param name="remoteClient"></param>
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/// <param name="so"></param>
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/// <param name="folderID"></param>
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/// <returns></returns>
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protected InventoryItemBase CreateItemForObject(
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DeRezAction action, IClientAPI remoteClient, SceneObjectGroup so, UUID folderID)
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{
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// Get the user info of the item destination
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//
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UUID userID = UUID.Zero;
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if (action == DeRezAction.Take || action == DeRezAction.TakeCopy ||
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action == DeRezAction.SaveToExistingUserInventoryItem)
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{
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// Take or take copy require a taker
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// Saving changes requires a local user
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//
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if (remoteClient == null)
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return null;
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userID = remoteClient.AgentId;
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}
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else
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{
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// All returns / deletes go to the object owner
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//
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userID = so.RootPart.OwnerID;
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}
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if (userID == UUID.Zero) // Can't proceed
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{
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return null;
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}
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// If we're returning someone's item, it goes back to the
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// owner's Lost And Found folder.
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// Delete is treated like return in this case
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// Deleting your own items makes them go to trash
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//
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InventoryFolderBase folder = null;
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InventoryItemBase item = null;
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if (DeRezAction.SaveToExistingUserInventoryItem == action)
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{
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item = new InventoryItemBase(so.RootPart.FromUserInventoryItemID, userID);
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item = m_Scene.InventoryService.GetItem(item);
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//item = userInfo.RootFolder.FindItem(
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// objectGroup.RootPart.FromUserInventoryItemID);
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if (null == item)
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{
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m_log.DebugFormat(
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"[AGENT INVENTORY]: Object {0} {1} scheduled for save to inventory has already been deleted.",
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so.Name, so.UUID);
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return null;
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}
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}
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else
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{
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// Folder magic
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//
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if (action == DeRezAction.Delete)
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{
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// Deleting someone else's item
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//
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if (remoteClient == null ||
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so.OwnerID != remoteClient.AgentId)
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{
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folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.LostAndFoundFolder);
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}
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else
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{
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folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.TrashFolder);
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}
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}
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else if (action == DeRezAction.Return)
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{
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// Dump to lost + found unconditionally
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//
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folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.LostAndFoundFolder);
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}
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if (folderID == UUID.Zero && folder == null)
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{
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if (action == DeRezAction.Delete)
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{
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// Deletes go to trash by default
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//
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folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.TrashFolder);
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}
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else
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{
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if (remoteClient == null || so.OwnerID != remoteClient.AgentId)
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{
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// Taking copy of another person's item. Take to
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// Objects folder.
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folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.Object);
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}
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else
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{
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// Catch all. Use lost & found
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//
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folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.LostAndFoundFolder);
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}
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}
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}
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// Override and put into where it came from, if it came
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// from anywhere in inventory
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//
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if (action == DeRezAction.Take || action == DeRezAction.TakeCopy)
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{
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if (so.RootPart.FromFolderID != UUID.Zero)
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{
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InventoryFolderBase f = new InventoryFolderBase(so.RootPart.FromFolderID, userID);
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folder = m_Scene.InventoryService.GetFolder(f);
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}
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}
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if (folder == null) // None of the above
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{
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folder = new InventoryFolderBase(folderID);
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if (folder == null) // Nowhere to put it
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{
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return null;
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}
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}
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item = new InventoryItemBase();
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item.ID = UUID.Random();
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item.InvType = (int)InventoryType.Object;
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item.Folder = folder.ID;
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item.Owner = userID;
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}
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return item;
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}
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/// <summary>
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/// Rez an object into the scene from the user's inventory
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/// </summary>
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