Merge branch 'master' into careminster-presence-refactor
commit
662976b602
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@ -805,6 +805,16 @@ namespace OpenSim.Region.OptionalModules.World.MoneyModule
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}
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Scene s = LocateSceneClientIn(remoteClient.AgentId);
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// Implmenting base sale data checking here so the default OpenSimulator implementation isn't useless
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// combined with other implementations. We're actually validating that the client is sending the data
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// that it should. In theory, the client should already know what to send here because it'll see it when it
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// gets the object data. If the data sent by the client doesn't match the object, the viewer probably has an
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// old idea of what the object properties are. Viewer developer Hazim informed us that the base module
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// didn't check the client sent data against the object do any. Since the base modules are the
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// 'crowning glory' examples of good practice..
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// Validate that the object exists in the scene the user is in
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SceneObjectPart part = s.GetSceneObjectPart(localID);
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if (part == null)
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{
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@ -812,6 +822,20 @@ namespace OpenSim.Region.OptionalModules.World.MoneyModule
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return;
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}
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// Validate that the client sent the price that the object is being sold for
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if (part.SalePrice != salePrice)
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{
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remoteClient.SendAgentAlertMessage("Cannot buy at this price. Buy Failed. If you continue to get this relog.", false);
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return;
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}
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// Validate that the client sent the proper sale type the object has set
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if (part.ObjectSaleType != saleType)
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{
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remoteClient.SendAgentAlertMessage("Cannot buy this way. Buy Failed. If you continue to get this relog.", false);
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return;
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}
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IBuySellModule module = s.RequestModuleInterface<IBuySellModule>();
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if (module != null)
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module.BuyObject(remoteClient, categoryID, localID, saleType, salePrice);
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