refactor: Move sanity checks to the top of IAM.RezObject() to make the code more readable
parent
e30651b931
commit
712d44635a
|
@ -700,20 +700,31 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
|
|||
RayStart, RayEnd, RayTargetID, Quaternion.Identity,
|
||||
BypassRayCast, bRayEndIsIntersection, true, scale, false);
|
||||
|
||||
// Rez object
|
||||
InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
|
||||
item = m_Scene.InventoryService.GetItem(item);
|
||||
|
||||
if (item != null)
|
||||
if (item == null)
|
||||
{
|
||||
item.Owner = remoteClient.AgentId;
|
||||
m_log.WarnFormat(
|
||||
"[InventoryAccessModule]: Could not find item {0} for {1} in RezObject()",
|
||||
itemID, remoteClient.Name);
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
item.Owner = remoteClient.AgentId;
|
||||
AssetBase rezAsset = m_Scene.AssetService.Get(item.AssetID.ToString());
|
||||
|
||||
SceneObjectGroup group = null;
|
||||
|
||||
if (rezAsset != null)
|
||||
if (rezAsset == null)
|
||||
{
|
||||
m_log.WarnFormat(
|
||||
"[InventoryAccessModule]: Could not find asset {0} for item {1} {2} for {3} in RezObject()",
|
||||
item.AssetID, item.Name, item.ID, remoteClient.Name);
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
SceneObjectGroup group = null;
|
||||
UUID itemId = UUID.Zero;
|
||||
|
||||
// If we have permission to copy then link the rezzed object back to the user inventory
|
||||
|
@ -953,24 +964,9 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
|
|||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
m_log.WarnFormat(
|
||||
"[InventoryAccessModule]: Could not find asset {0} for item {1} {2} for {3} in RezObject()", item.AssetID, item.Name, item.ID, remoteClient.Name);
|
||||
}
|
||||
|
||||
return group;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_log.WarnFormat(
|
||||
"[InventoryAccessModule]: Could not find item {0} for {1} in RezObject()",
|
||||
itemID, remoteClient.Name);
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
protected void AddUserData(SceneObjectGroup sog)
|
||||
{
|
||||
|
|
Loading…
Reference in New Issue