Implemented Return Objects when it's invoked from the Top Colliders or Top Scripts dialogs
parent
addab1244e
commit
70695a6ed9
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@ -1394,6 +1394,8 @@ namespace OpenSim.Region.CoreModules.World.Land
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}
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public void ReturnObjectsInParcel(int localID, uint returnType, UUID[] agentIDs, UUID[] taskIDs, IClientAPI remoteClient)
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{
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if (localID != -1)
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{
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ILandObject selectedParcel = null;
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lock (m_landList)
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@ -1405,6 +1407,54 @@ namespace OpenSim.Region.CoreModules.World.Land
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selectedParcel.ReturnLandObjects(returnType, agentIDs, taskIDs, remoteClient);
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}
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else
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{
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if (returnType != 1)
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{
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m_log.WarnFormat("[LAND MANAGEMENT MODULE] ReturnObjectsInParcel: unknown return type {0}", returnType);
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return;
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}
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// We get here when the user returns objects from the list of Top Colliders or Top Scripts.
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// In that case we receive specific object UUID's, but no parcel ID.
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Dictionary<UUID, HashSet<SceneObjectGroup>> returns = new Dictionary<UUID, HashSet<SceneObjectGroup>>();
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foreach (UUID groupID in taskIDs)
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{
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SceneObjectGroup obj = m_scene.GetSceneObjectGroup(groupID);
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if (obj != null)
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{
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if (!returns.ContainsKey(obj.OwnerID))
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returns[obj.OwnerID] = new HashSet<SceneObjectGroup>();
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returns[obj.OwnerID].Add(obj);
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}
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else
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{
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m_log.WarnFormat("[LAND MANAGEMENT MODULE] ReturnObjectsInParcel: unknown object {0}", groupID);
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}
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}
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int num = 0;
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foreach (HashSet<SceneObjectGroup> objs in returns.Values)
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num += objs.Count;
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m_log.DebugFormat("[LAND MANAGEMENT MODULE] Returning {0} specific object(s)", num);
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foreach (HashSet<SceneObjectGroup> objs in returns.Values)
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{
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List<SceneObjectGroup> objs2 = new List<SceneObjectGroup>(objs);
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if (m_scene.Permissions.CanReturnObjects(null, remoteClient.AgentId, objs2))
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{
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m_scene.returnObjects(objs2.ToArray(), remoteClient.AgentId);
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}
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else
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{
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m_log.WarnFormat("[LAND MANAGEMENT MODULE] ReturnObjectsInParcel: not permitted to return {0} object(s) belonging to user {1}",
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objs2.Count, objs2[0].OwnerID);
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}
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}
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}
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}
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public void EventManagerOnNoLandDataFromStorage()
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{
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