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