refactor: split out the code which actually copies a particular bundle to inventory

bulletsim
Justin Clark-Casey (justincc) 2011-04-18 21:59:01 +01:00
parent 71114d4ad1
commit 61619ddefc
1 changed files with 123 additions and 114 deletions

View File

@ -213,19 +213,11 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
return UUID.Zero; return UUID.Zero;
} }
/// <summary>
/// Delete a scene object from a scene and place in the given avatar's inventory.
/// Returns the UUID of the newly created asset.
/// </summary>
/// <param name="action"></param>
/// <param name="folderID"></param>
/// <param name="objectGroup"></param>
/// <param name="remoteClient"> </param>
public virtual UUID CopyToInventory(DeRezAction action, UUID folderID, public virtual UUID CopyToInventory(DeRezAction action, UUID folderID,
List<SceneObjectGroup> objectGroups, IClientAPI remoteClient) List<SceneObjectGroup> objectGroups, IClientAPI remoteClient)
{ {
Dictionary<UUID, List<SceneObjectGroup>> deletes = new Dictionary<UUID, List<SceneObjectGroup>>(); Dictionary<UUID, List<SceneObjectGroup>> bundlesToCopy = new Dictionary<UUID, List<SceneObjectGroup>>();
if (CoalesceMultipleObjectsToInventory) if (CoalesceMultipleObjectsToInventory)
{ {
@ -234,10 +226,10 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
// reasons. // reasons.
foreach (SceneObjectGroup g in objectGroups) foreach (SceneObjectGroup g in objectGroups)
{ {
if (!deletes.ContainsKey(g.OwnerID)) if (!bundlesToCopy.ContainsKey(g.OwnerID))
deletes[g.OwnerID] = new List<SceneObjectGroup>(); bundlesToCopy[g.OwnerID] = new List<SceneObjectGroup>();
deletes[g.OwnerID].Add(g); bundlesToCopy[g.OwnerID].Add(g);
} }
} }
else else
@ -247,7 +239,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
{ {
List<SceneObjectGroup> bundle = new List<SceneObjectGroup>(); List<SceneObjectGroup> bundle = new List<SceneObjectGroup>();
bundle.Add(g); bundle.Add(g);
deletes[g.UUID] = bundle; bundlesToCopy[g.UUID] = bundle;
} }
} }
@ -257,112 +249,129 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
// Each iteration is really a separate asset being created, // Each iteration is really a separate asset being created,
// with distinct destinations as well. // with distinct destinations as well.
foreach (List<SceneObjectGroup> objlist in deletes.Values) foreach (List<SceneObjectGroup> bundle in bundlesToCopy.Values)
assetID = CopyBundleToInventory(action, folderID, bundle, remoteClient);
return assetID;
}
/// <summary>
/// Copy a bundle of objects to inventory. If there is only one object, then this will create an object
/// item. If there are multiple objects then these will be saved as a single coalesced item.
/// </summary>
/// <param name="action"></param>
/// <param name="folderID"></param>
/// <param name="objlist"></param>
/// <param name="remoteClient"></param>
/// <returns></returns>
protected UUID CopyBundleToInventory(
DeRezAction action, UUID folderID, List<SceneObjectGroup> objlist, IClientAPI remoteClient)
{
UUID assetID = UUID.Zero;
CoalescedSceneObjects coa = new CoalescedSceneObjects(UUID.Zero);
Dictionary<UUID, Vector3> originalPositions = new Dictionary<UUID, Vector3>();
foreach (SceneObjectGroup objectGroup in objlist)
{ {
CoalescedSceneObjects coa = new CoalescedSceneObjects(UUID.Zero); Vector3 inventoryStoredPosition = new Vector3
Dictionary<UUID, Vector3> originalPositions = new Dictionary<UUID, Vector3>(); (((objectGroup.AbsolutePosition.X > (int)Constants.RegionSize)
? 250
: objectGroup.AbsolutePosition.X)
,
(objectGroup.AbsolutePosition.Y > (int)Constants.RegionSize)
? 250
: objectGroup.AbsolutePosition.Y,
objectGroup.AbsolutePosition.Z);
foreach (SceneObjectGroup objectGroup in objlist) originalPositions[objectGroup.UUID] = objectGroup.AbsolutePosition;
{
Vector3 inventoryStoredPosition = new Vector3
(((objectGroup.AbsolutePosition.X > (int)Constants.RegionSize)
? 250
: objectGroup.AbsolutePosition.X)
,
(objectGroup.AbsolutePosition.Y > (int)Constants.RegionSize)
? 250
: objectGroup.AbsolutePosition.Y,
objectGroup.AbsolutePosition.Z);
originalPositions[objectGroup.UUID] = objectGroup.AbsolutePosition; objectGroup.AbsolutePosition = inventoryStoredPosition;
objectGroup.AbsolutePosition = inventoryStoredPosition; // Make sure all bits but the ones we want are clear
// on take.
// Make sure all bits but the ones we want are clear // This will be applied to the current perms, so
// on take. // it will do what we want.
// This will be applied to the current perms, so objectGroup.RootPart.NextOwnerMask &=
// it will do what we want. ((uint)PermissionMask.Copy |
objectGroup.RootPart.NextOwnerMask &= (uint)PermissionMask.Transfer |
((uint)PermissionMask.Copy | (uint)PermissionMask.Modify);
(uint)PermissionMask.Transfer | objectGroup.RootPart.NextOwnerMask |=
(uint)PermissionMask.Modify); (uint)PermissionMask.Move;
objectGroup.RootPart.NextOwnerMask |=
(uint)PermissionMask.Move;
coa.Add(objectGroup);
}
string itemXml;
if (objlist.Count > 1)
itemXml = CoalescedSceneObjectsSerializer.ToXml(coa);
else
itemXml = SceneObjectSerializer.ToOriginalXmlFormat(objlist[0]);
// Restore the position of each group now that it has been stored to inventory. coa.Add(objectGroup);
foreach (SceneObjectGroup objectGroup in objlist)
objectGroup.AbsolutePosition = originalPositions[objectGroup.UUID];
InventoryItemBase item = CreateItemForObject(action, remoteClient, objlist[0], folderID);
if (item == null)
return UUID.Zero;
// Can't know creator is the same, so null it in inventory
if (objlist.Count > 1)
{
item.CreatorId = UUID.Zero.ToString();
item.Flags = (uint)InventoryItemFlags.ObjectHasMultipleItems;
}
else
{
item.CreatorId = objlist[0].RootPart.CreatorID.ToString();
item.SaleType = objlist[0].RootPart.ObjectSaleType;
item.SalePrice = objlist[0].RootPart.SalePrice;
}
AssetBase asset = CreateAsset(
objlist[0].GetPartName(objlist[0].RootPart.LocalId),
objlist[0].GetPartDescription(objlist[0].RootPart.LocalId),
(sbyte)AssetType.Object,
Utils.StringToBytes(itemXml),
objlist[0].OwnerID.ToString());
m_Scene.AssetService.Store(asset);
item.AssetID = asset.FullID;
assetID = asset.FullID;
if (DeRezAction.SaveToExistingUserInventoryItem == action)
{
m_Scene.InventoryService.UpdateItem(item);
}
else
{
AddPermissions(item, objlist[0], objlist, remoteClient);
item.CreationDate = Util.UnixTimeSinceEpoch();
item.Description = asset.Description;
item.Name = asset.Name;
item.AssetType = asset.Type;
m_Scene.AddInventoryItem(item);
if (remoteClient != null && item.Owner == remoteClient.AgentId)
{
remoteClient.SendInventoryItemCreateUpdate(item, 0);
}
else
{
ScenePresence notifyUser = m_Scene.GetScenePresence(item.Owner);
if (notifyUser != null)
{
notifyUser.ControllingClient.SendInventoryItemCreateUpdate(item, 0);
}
}
}
// This is a hook to do some per-asset post-processing for subclasses that need that
ExportAsset(remoteClient.AgentId, assetID);
} }
string itemXml;
if (objlist.Count > 1)
itemXml = CoalescedSceneObjectsSerializer.ToXml(coa);
else
itemXml = SceneObjectSerializer.ToOriginalXmlFormat(objlist[0]);
// Restore the position of each group now that it has been stored to inventory.
foreach (SceneObjectGroup objectGroup in objlist)
objectGroup.AbsolutePosition = originalPositions[objectGroup.UUID];
InventoryItemBase item = CreateItemForObject(action, remoteClient, objlist[0], folderID);
if (item == null)
return UUID.Zero;
// Can't know creator is the same, so null it in inventory
if (objlist.Count > 1)
{
item.CreatorId = UUID.Zero.ToString();
item.Flags = (uint)InventoryItemFlags.ObjectHasMultipleItems;
}
else
{
item.CreatorId = objlist[0].RootPart.CreatorID.ToString();
item.SaleType = objlist[0].RootPart.ObjectSaleType;
item.SalePrice = objlist[0].RootPart.SalePrice;
}
AssetBase asset = CreateAsset(
objlist[0].GetPartName(objlist[0].RootPart.LocalId),
objlist[0].GetPartDescription(objlist[0].RootPart.LocalId),
(sbyte)AssetType.Object,
Utils.StringToBytes(itemXml),
objlist[0].OwnerID.ToString());
m_Scene.AssetService.Store(asset);
item.AssetID = asset.FullID;
assetID = asset.FullID;
if (DeRezAction.SaveToExistingUserInventoryItem == action)
{
m_Scene.InventoryService.UpdateItem(item);
}
else
{
AddPermissions(item, objlist[0], objlist, remoteClient);
item.CreationDate = Util.UnixTimeSinceEpoch();
item.Description = asset.Description;
item.Name = asset.Name;
item.AssetType = asset.Type;
m_Scene.AddInventoryItem(item);
if (remoteClient != null && item.Owner == remoteClient.AgentId)
{
remoteClient.SendInventoryItemCreateUpdate(item, 0);
}
else
{
ScenePresence notifyUser = m_Scene.GetScenePresence(item.Owner);
if (notifyUser != null)
{
notifyUser.ControllingClient.SendInventoryItemCreateUpdate(item, 0);
}
}
}
// This is a hook to do some per-asset post-processing for subclasses that need that
ExportAsset(remoteClient.AgentId, assetID);
return assetID; return assetID;
} }