refactor: rename DeleteToInventory() to CopyToInventory()

DeleteToInventory() is misleading - it is the caller that decides whether to delete or not
bulletsim
Justin Clark-Casey (justincc) 2011-04-18 21:34:26 +01:00
parent 5a404a9ab1
commit 71114d4ad1
3 changed files with 20 additions and 3 deletions

View File

@ -222,7 +222,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
/// <param name="folderID"></param>
/// <param name="objectGroup"></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)
{
Dictionary<UUID, List<SceneObjectGroup>> deletes = new Dictionary<UUID, List<SceneObjectGroup>>();

View File

@ -38,7 +38,23 @@ namespace OpenSim.Region.Framework.Interfaces
public interface IInventoryAccessModule
{
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,
UUID RayTargetID, byte BypassRayCast, bool RayEndIsIntersection,
bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment);

View File

@ -143,7 +143,8 @@ namespace OpenSim.Region.Framework.Scenes
{
IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>();
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)
{
foreach (SceneObjectGroup g in x.objectGroups)