refactor: Move sanity checks to the top of IAM.RezObject() to make the code more readable
parent
e30651b931
commit
712d44635a
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@ -700,276 +700,272 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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RayStart, RayEnd, RayTargetID, Quaternion.Identity,
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BypassRayCast, bRayEndIsIntersection, true, scale, false);
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// Rez object
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InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
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item = m_Scene.InventoryService.GetItem(item);
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if (item != null)
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{
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item.Owner = remoteClient.AgentId;
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AssetBase rezAsset = m_Scene.AssetService.Get(item.AssetID.ToString());
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SceneObjectGroup group = null;
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if (rezAsset != null)
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{
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UUID itemId = UUID.Zero;
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// If we have permission to copy then link the rezzed object back to the user inventory
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// item that it came from. This allows us to enable 'save object to inventory'
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if (!m_Scene.Permissions.BypassPermissions())
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{
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if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == (uint)PermissionMask.Copy && (item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0)
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{
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itemId = item.ID;
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}
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}
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else
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{
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if ((item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0)
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{
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// Brave new fullperm world
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itemId = item.ID;
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}
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}
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string xmlData = Utils.BytesToString(rezAsset.Data);
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List<SceneObjectGroup> objlist =
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new List<SceneObjectGroup>();
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List<Vector3> veclist = new List<Vector3>();
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XmlDocument doc = new XmlDocument();
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doc.LoadXml(xmlData);
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XmlElement e = (XmlElement)doc.SelectSingleNode("/CoalescedObject");
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if (e == null || attachment) // Single
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{
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SceneObjectGroup g =
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SceneObjectSerializer.FromOriginalXmlFormat(
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itemId, xmlData);
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objlist.Add(g);
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veclist.Add(new Vector3(0, 0, 0));
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float offsetHeight = 0;
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pos = m_Scene.GetNewRezLocation(
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RayStart, RayEnd, RayTargetID, Quaternion.Identity,
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BypassRayCast, bRayEndIsIntersection, true, g.GetAxisAlignedBoundingBox(out offsetHeight), false);
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pos.Z += offsetHeight;
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}
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else
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{
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XmlElement coll = (XmlElement)e;
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float bx = Convert.ToSingle(coll.GetAttribute("x"));
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float by = Convert.ToSingle(coll.GetAttribute("y"));
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float bz = Convert.ToSingle(coll.GetAttribute("z"));
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Vector3 bbox = new Vector3(bx, by, bz);
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pos = m_Scene.GetNewRezLocation(RayStart, RayEnd,
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RayTargetID, Quaternion.Identity,
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BypassRayCast, bRayEndIsIntersection, true,
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bbox, false);
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pos -= bbox / 2;
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XmlNodeList groups = e.SelectNodes("SceneObjectGroup");
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foreach (XmlNode n in groups)
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{
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SceneObjectGroup g =
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SceneObjectSerializer.FromOriginalXmlFormat(
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itemId, n.OuterXml);
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objlist.Add(g);
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XmlElement el = (XmlElement)n;
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string rawX = el.GetAttribute("offsetx");
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string rawY = el.GetAttribute("offsety");
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string rawZ = el.GetAttribute("offsetz");
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//
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// m_log.DebugFormat(
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// "[INVENTORY ACCESS MODULE]: Converting coalesced object {0} offset <{1}, {2}, {3}>",
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// g.Name, rawX, rawY, rawZ);
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float x = Convert.ToSingle(rawX);
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float y = Convert.ToSingle(rawY);
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float z = Convert.ToSingle(rawZ);
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veclist.Add(new Vector3(x, y, z));
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}
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}
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int primcount = 0;
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foreach (SceneObjectGroup g in objlist)
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primcount += g.PrimCount;
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if (!m_Scene.Permissions.CanRezObject(
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primcount, remoteClient.AgentId, pos)
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&& !attachment)
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{
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// The client operates in no fail mode. It will
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// have already removed the item from the folder
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// if it's no copy.
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// Put it back if it's not an attachment
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//
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if (((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0) && (!attachment))
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remoteClient.SendBulkUpdateInventory(item);
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return null;
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}
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for (int i = 0 ; i < objlist.Count; i++)
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{
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group = objlist[i];
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// Vector3 storedPosition = group.AbsolutePosition;
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if (group.UUID == UUID.Zero)
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{
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m_log.Debug("[InventoryAccessModule]: Inventory object has UUID.Zero! Position 3");
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}
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group.RootPart.FromFolderID = item.Folder;
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// If it's rezzed in world, select it. Much easier to
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// find small items.
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//
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if (!attachment)
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{
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group.RootPart.CreateSelected = true;
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foreach (SceneObjectPart child in group.Parts)
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child.CreateSelected = true;
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}
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group.ResetIDs();
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if (attachment)
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{
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group.RootPart.Flags |= PrimFlags.Phantom;
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group.IsAttachment = true;
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}
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// If we're rezzing an attachment then don't ask
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// AddNewSceneObject() to update the client since
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// we'll be doing that later on. Scheduling more than
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// one full update during the attachment
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// process causes some clients to fail to display the
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// attachment properly.
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m_Scene.AddNewSceneObject(group, true, false);
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// if attachment we set it's asset id so object updates
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// can reflect that, if not, we set it's position in world.
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if (!attachment)
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{
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group.ScheduleGroupForFullUpdate();
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group.AbsolutePosition = pos + veclist[i];
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}
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else
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{
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group.SetFromItemID(itemID);
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}
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SceneObjectPart rootPart = group.RootPart;
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// Since renaming the item in the inventory does not
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// affect the name stored in the serialization, transfer
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// the correct name from the inventory to the
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// object itself before we rez.
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//
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// Only do these for the first object if we are rezzing a coalescence.
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if (i == 0)
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{
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rootPart.Name = item.Name;
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rootPart.Description = item.Description;
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rootPart.ObjectSaleType = item.SaleType;
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rootPart.SalePrice = item.SalePrice;
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}
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group.SetGroup(remoteClient.ActiveGroupId, remoteClient);
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if ((rootPart.OwnerID != item.Owner) ||
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(item.CurrentPermissions & 16) != 0)
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{
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//Need to kill the for sale here
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rootPart.ObjectSaleType = 0;
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rootPart.SalePrice = 10;
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if (m_Scene.Permissions.PropagatePermissions())
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{
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foreach (SceneObjectPart part in group.Parts)
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{
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if ((item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0)
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{
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part.EveryoneMask = item.EveryOnePermissions;
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part.NextOwnerMask = item.NextPermissions;
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}
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part.GroupMask = 0; // DO NOT propagate here
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}
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group.ApplyNextOwnerPermissions();
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}
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}
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foreach (SceneObjectPart part in group.Parts)
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{
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if ((part.OwnerID != item.Owner) ||
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(item.CurrentPermissions & 16) != 0)
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{
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part.LastOwnerID = part.OwnerID;
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part.OwnerID = item.Owner;
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part.Inventory.ChangeInventoryOwner(item.Owner);
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part.GroupMask = 0; // DO NOT propagate here
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}
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part.EveryoneMask = item.EveryOnePermissions;
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part.NextOwnerMask = item.NextPermissions;
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}
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rootPart.TrimPermissions();
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if (!attachment)
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{
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if (group.RootPart.Shape.PCode == (byte)PCode.Prim)
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group.ClearPartAttachmentData();
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// Fire on_rez
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group.CreateScriptInstances(0, true, m_Scene.DefaultScriptEngine, 1);
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rootPart.ParentGroup.ResumeScripts();
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rootPart.ScheduleFullUpdate();
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}
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// m_log.DebugFormat(
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// "[InventoryAccessModule]: Rezzed {0} {1} {2} for {3}",
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// group.Name, group.LocalId, group.UUID, remoteClient.Name);
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}
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if (!m_Scene.Permissions.BypassPermissions())
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{
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if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
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{
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// If this is done on attachments, no
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// copy ones will be lost, so avoid it
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//
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if (!attachment)
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{
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List<UUID> uuids = new List<UUID>();
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uuids.Add(item.ID);
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m_Scene.InventoryService.DeleteItems(item.Owner, uuids);
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}
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}
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}
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}
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else
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{
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m_log.WarnFormat(
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"[InventoryAccessModule]: Could not find asset {0} for item {1} {2} for {3} in RezObject()", item.AssetID, item.Name, item.ID, remoteClient.Name);
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}
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return group;
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}
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else
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if (item == null)
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{
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m_log.WarnFormat(
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"[InventoryAccessModule]: Could not find item {0} for {1} in RezObject()",
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itemID, remoteClient.Name);
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return null;
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}
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return null;
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item.Owner = remoteClient.AgentId;
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AssetBase rezAsset = m_Scene.AssetService.Get(item.AssetID.ToString());
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if (rezAsset == null)
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{
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m_log.WarnFormat(
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"[InventoryAccessModule]: Could not find asset {0} for item {1} {2} for {3} in RezObject()",
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item.AssetID, item.Name, item.ID, remoteClient.Name);
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return null;
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}
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SceneObjectGroup group = null;
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UUID itemId = UUID.Zero;
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// If we have permission to copy then link the rezzed object back to the user inventory
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// item that it came from. This allows us to enable 'save object to inventory'
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if (!m_Scene.Permissions.BypassPermissions())
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{
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if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == (uint)PermissionMask.Copy && (item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0)
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{
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itemId = item.ID;
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}
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}
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else
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{
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if ((item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0)
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{
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// Brave new fullperm world
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itemId = item.ID;
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}
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}
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string xmlData = Utils.BytesToString(rezAsset.Data);
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List<SceneObjectGroup> objlist =
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new List<SceneObjectGroup>();
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List<Vector3> veclist = new List<Vector3>();
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XmlDocument doc = new XmlDocument();
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doc.LoadXml(xmlData);
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XmlElement e = (XmlElement)doc.SelectSingleNode("/CoalescedObject");
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if (e == null || attachment) // Single
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{
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SceneObjectGroup g =
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SceneObjectSerializer.FromOriginalXmlFormat(
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itemId, xmlData);
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objlist.Add(g);
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veclist.Add(new Vector3(0, 0, 0));
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float offsetHeight = 0;
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pos = m_Scene.GetNewRezLocation(
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RayStart, RayEnd, RayTargetID, Quaternion.Identity,
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BypassRayCast, bRayEndIsIntersection, true, g.GetAxisAlignedBoundingBox(out offsetHeight), false);
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pos.Z += offsetHeight;
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}
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else
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{
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XmlElement coll = (XmlElement)e;
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float bx = Convert.ToSingle(coll.GetAttribute("x"));
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float by = Convert.ToSingle(coll.GetAttribute("y"));
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float bz = Convert.ToSingle(coll.GetAttribute("z"));
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Vector3 bbox = new Vector3(bx, by, bz);
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pos = m_Scene.GetNewRezLocation(RayStart, RayEnd,
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RayTargetID, Quaternion.Identity,
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BypassRayCast, bRayEndIsIntersection, true,
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bbox, false);
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pos -= bbox / 2;
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XmlNodeList groups = e.SelectNodes("SceneObjectGroup");
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foreach (XmlNode n in groups)
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{
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SceneObjectGroup g =
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SceneObjectSerializer.FromOriginalXmlFormat(
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itemId, n.OuterXml);
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objlist.Add(g);
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XmlElement el = (XmlElement)n;
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string rawX = el.GetAttribute("offsetx");
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string rawY = el.GetAttribute("offsety");
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string rawZ = el.GetAttribute("offsetz");
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//
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// m_log.DebugFormat(
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// "[INVENTORY ACCESS MODULE]: Converting coalesced object {0} offset <{1}, {2}, {3}>",
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// g.Name, rawX, rawY, rawZ);
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float x = Convert.ToSingle(rawX);
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float y = Convert.ToSingle(rawY);
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float z = Convert.ToSingle(rawZ);
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veclist.Add(new Vector3(x, y, z));
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}
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}
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int primcount = 0;
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foreach (SceneObjectGroup g in objlist)
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primcount += g.PrimCount;
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if (!m_Scene.Permissions.CanRezObject(
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primcount, remoteClient.AgentId, pos)
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&& !attachment)
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{
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// The client operates in no fail mode. It will
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// have already removed the item from the folder
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// if it's no copy.
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// Put it back if it's not an attachment
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//
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if (((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0) && (!attachment))
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remoteClient.SendBulkUpdateInventory(item);
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return null;
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}
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for (int i = 0 ; i < objlist.Count; i++)
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{
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group = objlist[i];
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// Vector3 storedPosition = group.AbsolutePosition;
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if (group.UUID == UUID.Zero)
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{
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m_log.Debug("[InventoryAccessModule]: Inventory object has UUID.Zero! Position 3");
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}
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group.RootPart.FromFolderID = item.Folder;
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// If it's rezzed in world, select it. Much easier to
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// find small items.
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//
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if (!attachment)
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{
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group.RootPart.CreateSelected = true;
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foreach (SceneObjectPart child in group.Parts)
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child.CreateSelected = true;
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}
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group.ResetIDs();
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if (attachment)
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{
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group.RootPart.Flags |= PrimFlags.Phantom;
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group.IsAttachment = true;
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}
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// If we're rezzing an attachment then don't ask
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// AddNewSceneObject() to update the client since
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// we'll be doing that later on. Scheduling more than
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// one full update during the attachment
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// process causes some clients to fail to display the
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// attachment properly.
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m_Scene.AddNewSceneObject(group, true, false);
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// if attachment we set it's asset id so object updates
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// can reflect that, if not, we set it's position in world.
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if (!attachment)
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{
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group.ScheduleGroupForFullUpdate();
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group.AbsolutePosition = pos + veclist[i];
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}
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else
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{
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group.SetFromItemID(itemID);
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}
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SceneObjectPart rootPart = group.RootPart;
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// Since renaming the item in the inventory does not
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// affect the name stored in the serialization, transfer
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// the correct name from the inventory to the
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// object itself before we rez.
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//
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// Only do these for the first object if we are rezzing a coalescence.
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if (i == 0)
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{
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rootPart.Name = item.Name;
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rootPart.Description = item.Description;
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rootPart.ObjectSaleType = item.SaleType;
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rootPart.SalePrice = item.SalePrice;
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}
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group.SetGroup(remoteClient.ActiveGroupId, remoteClient);
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if ((rootPart.OwnerID != item.Owner) ||
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(item.CurrentPermissions & 16) != 0)
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{
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//Need to kill the for sale here
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rootPart.ObjectSaleType = 0;
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rootPart.SalePrice = 10;
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if (m_Scene.Permissions.PropagatePermissions())
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{
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foreach (SceneObjectPart part in group.Parts)
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{
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if ((item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0)
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{
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part.EveryoneMask = item.EveryOnePermissions;
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part.NextOwnerMask = item.NextPermissions;
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}
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part.GroupMask = 0; // DO NOT propagate here
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}
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group.ApplyNextOwnerPermissions();
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}
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}
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foreach (SceneObjectPart part in group.Parts)
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{
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if ((part.OwnerID != item.Owner) ||
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(item.CurrentPermissions & 16) != 0)
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{
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part.LastOwnerID = part.OwnerID;
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part.OwnerID = item.Owner;
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part.Inventory.ChangeInventoryOwner(item.Owner);
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part.GroupMask = 0; // DO NOT propagate here
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}
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part.EveryoneMask = item.EveryOnePermissions;
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part.NextOwnerMask = item.NextPermissions;
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}
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rootPart.TrimPermissions();
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if (!attachment)
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{
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if (group.RootPart.Shape.PCode == (byte)PCode.Prim)
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group.ClearPartAttachmentData();
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// Fire on_rez
|
||||
group.CreateScriptInstances(0, true, m_Scene.DefaultScriptEngine, 1);
|
||||
rootPart.ParentGroup.ResumeScripts();
|
||||
|
||||
rootPart.ScheduleFullUpdate();
|
||||
}
|
||||
|
||||
// m_log.DebugFormat(
|
||||
// "[InventoryAccessModule]: Rezzed {0} {1} {2} for {3}",
|
||||
// group.Name, group.LocalId, group.UUID, remoteClient.Name);
|
||||
}
|
||||
|
||||
if (!m_Scene.Permissions.BypassPermissions())
|
||||
{
|
||||
if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
|
||||
{
|
||||
// If this is done on attachments, no
|
||||
// copy ones will be lost, so avoid it
|
||||
//
|
||||
if (!attachment)
|
||||
{
|
||||
List<UUID> uuids = new List<UUID>();
|
||||
uuids.Add(item.ID);
|
||||
m_Scene.InventoryService.DeleteItems(item.Owner, uuids);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return group;
|
||||
}
|
||||
|
||||
protected void AddUserData(SceneObjectGroup sog)
|
||||
|
|
Loading…
Reference in New Issue