refactor: rename DeleteToInventory() to CopyToInventory()
DeleteToInventory() is misleading - it is the caller that decides whether to delete or notbulletsim
parent
5a404a9ab1
commit
71114d4ad1
|
@ -222,7 +222,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
|
||||||
/// <param name="folderID"></param>
|
/// <param name="folderID"></param>
|
||||||
/// <param name="objectGroup"></param>
|
/// <param name="objectGroup"></param>
|
||||||
/// <param name="remoteClient"> </param>
|
/// <param name="remoteClient"> </param>
|
||||||
public virtual UUID DeleteToInventory(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>> deletes = new Dictionary<UUID, List<SceneObjectGroup>>();
|
||||||
|
|
|
@ -38,7 +38,23 @@ namespace OpenSim.Region.Framework.Interfaces
|
||||||
public interface IInventoryAccessModule
|
public interface IInventoryAccessModule
|
||||||
{
|
{
|
||||||
UUID CapsUpdateInventoryItemAsset(IClientAPI remoteClient, UUID itemID, byte[] data);
|
UUID CapsUpdateInventoryItemAsset(IClientAPI remoteClient, UUID itemID, byte[] data);
|
||||||
UUID DeleteToInventory(DeRezAction action, UUID folderID, List<SceneObjectGroup> objectGroups, IClientAPI remoteClient);
|
|
||||||
|
/// <summary>
|
||||||
|
/// Copy objects to a user's inventory.
|
||||||
|
/// </summary>
|
||||||
|
/// <remarks>
|
||||||
|
/// Is it left to the caller to delete them from the scene if required.
|
||||||
|
/// </remarks>
|
||||||
|
/// <param name="action"></param>
|
||||||
|
/// <param name="folderID"></param>
|
||||||
|
/// <param name="objectGroups"></param>
|
||||||
|
/// <param name="remoteClient"></param>
|
||||||
|
/// <returns>
|
||||||
|
/// Returns the UUID of the newly created item asset (not the item itself).
|
||||||
|
/// FIXME: This is not very useful. It would be far more useful to return a list of items instead.
|
||||||
|
/// </returns>
|
||||||
|
UUID CopyToInventory(DeRezAction action, UUID folderID, List<SceneObjectGroup> objectGroups, IClientAPI remoteClient);
|
||||||
|
|
||||||
SceneObjectGroup RezObject(IClientAPI remoteClient, UUID itemID, Vector3 RayEnd, Vector3 RayStart,
|
SceneObjectGroup RezObject(IClientAPI remoteClient, UUID itemID, Vector3 RayEnd, Vector3 RayStart,
|
||||||
UUID RayTargetID, byte BypassRayCast, bool RayEndIsIntersection,
|
UUID RayTargetID, byte BypassRayCast, bool RayEndIsIntersection,
|
||||||
bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment);
|
bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment);
|
||||||
|
|
|
@ -143,7 +143,8 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
{
|
{
|
||||||
IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>();
|
IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>();
|
||||||
if (invAccess != null)
|
if (invAccess != null)
|
||||||
invAccess.DeleteToInventory(x.action, x.folderID, x.objectGroups, x.remoteClient);
|
invAccess.CopyToInventory(x.action, x.folderID, x.objectGroups, x.remoteClient);
|
||||||
|
|
||||||
if (x.permissionToDelete)
|
if (x.permissionToDelete)
|
||||||
{
|
{
|
||||||
foreach (SceneObjectGroup g in x.objectGroups)
|
foreach (SceneObjectGroup g in x.objectGroups)
|
||||||
|
|
Loading…
Reference in New Issue