Re-add the module and fix a typo
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections;
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using System.Collections.Specialized;
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using System.Reflection;
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using System.IO;
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using System.Web;
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using Mono.Addins;
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using log4net;
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using Nini.Config;
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using OpenMetaverse;
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using OpenMetaverse.StructuredData;
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using OpenSim.Framework;
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using OpenSim.Framework.Servers;
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using OpenSim.Framework.Servers.HttpServer;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Services.Interfaces;
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using Caps = OpenSim.Framework.Capabilities.Caps;
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using OpenSim.Framework.Capabilities;
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namespace OpenSim.Region.ClientStack.Linden
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{
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[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule")]
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public class NewAgentInventoryVariablePriceModule : INonSharedRegionModule
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{
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// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private Scene m_scene;
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// private IAssetService m_assetService;
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private bool m_dumpAssetsToFile = false;
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private bool m_enabled = true;
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private int m_levelUpload = 0;
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#region IRegionModuleBase Members
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public Type ReplaceableInterface
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{
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get { return null; }
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}
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public void Initialise(IConfigSource source)
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{
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IConfig meshConfig = source.Configs["Mesh"];
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if (meshConfig == null)
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return;
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m_enabled = meshConfig.GetBoolean("AllowMeshUpload", true);
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m_levelUpload = meshConfig.GetInt("LevelUpload", 0);
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}
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public void AddRegion(Scene pScene)
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{
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m_scene = pScene;
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}
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public void RemoveRegion(Scene scene)
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{
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m_scene.EventManager.OnRegisterCaps -= RegisterCaps;
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m_scene = null;
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}
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public void RegionLoaded(Scene scene)
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{
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// m_assetService = m_scene.RequestModuleInterface<IAssetService>();
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m_scene.EventManager.OnRegisterCaps += RegisterCaps;
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}
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#endregion
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#region IRegionModule Members
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public void Close() { }
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public string Name { get { return "NewAgentInventoryVariablePriceModule"; } }
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public void RegisterCaps(UUID agentID, Caps caps)
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{
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if(!m_enabled)
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return;
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UUID capID = UUID.Random();
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// m_log.Debug("[NEW FILE AGENT INVENTORY VARIABLE PRICE]: /CAPS/" + capID);
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caps.RegisterHandler(
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"NewAgentInventoryVariablePrice",
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new LLSDStreamhandler<LLSDAssetUploadRequest, LLSDNewFileAngentInventoryVariablePriceReplyResponse>(
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"POST",
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"/CAPS/" + capID.ToString(),
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req => NewAgentInventoryRequest(req, agentID),
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"NewAgentInventoryVariablePrice",
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agentID.ToString()));
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}
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#endregion
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private delegate void UploadWithCostCompleteDelegate(string assetName,
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string assetDescription, UUID assetID, UUID inventoryItem,
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UUID parentFolder, byte[] data, string inventoryType,
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string assetType, uint cost);
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private class AssetUploaderWithCost : AssetUploader
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{
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private uint m_cost;
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public event UploadWithCostCompleteDelegate OnUpLoad;
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public AssetUploaderWithCost(string assetName, string description, UUID assetID,
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UUID inventoryItem, UUID parentFolderID, string invType, string assetType,
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string path, IHttpServer httpServer, bool dumpAssetsToFile, uint cost) :
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base(assetName, description, assetID, inventoryItem, parentFolderID,
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invType, assetType, path, httpServer, dumpAssetsToFile)
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{
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m_cost = cost;
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base.OnUpLoad += UploadCompleteHandler;
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}
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private void UploadCompleteHandler(string assetName, string assetDescription, UUID assetID,
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UUID inventoryItem, UUID parentFolder, byte[] data, string inventoryType,
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string assetType)
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{
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OnUpLoad(assetName, assetDescription, assetID, inventoryItem, parentFolder,
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data, inventoryType, assetType, m_cost);
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}
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}
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public LLSDNewFileAngentInventoryVariablePriceReplyResponse NewAgentInventoryRequest(LLSDAssetUploadRequest llsdRequest, UUID agentID)
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{
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//TODO: The Mesh uploader uploads many types of content. If you're going to implement a Money based limit
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// you need to be aware of this
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//if (llsdRequest.asset_type == "texture" ||
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// llsdRequest.asset_type == "animation" ||
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// llsdRequest.asset_type == "sound")
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// {
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// check user level
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uint cost = 0;
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ScenePresence avatar = null;
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IClientAPI client = null;
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m_scene.TryGetScenePresence(agentID, out avatar);
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if (avatar != null)
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{
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client = avatar.ControllingClient;
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if (avatar.UserLevel < m_levelUpload)
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{
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if (client != null)
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client.SendAgentAlertMessage("Unable to upload asset. Insufficient permissions.", false);
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LLSDNewFileAngentInventoryVariablePriceReplyResponse errorResponse = new LLSDNewFileAngentInventoryVariablePriceReplyResponse();
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errorResponse.rsvp = "";
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errorResponse.state = "error";
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return errorResponse;
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}
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}
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// check funds
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IMoneyModule mm = m_scene.RequestModuleInterface<IMoneyModule>();
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if (mm != null)
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{
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// XPTO: Calculate cost here
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cost = (uint)mm.UploadCharge;
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if (!mm.UploadCovered(agentID, (int)cost))
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{
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if (client != null)
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client.SendAgentAlertMessage("Unable to upload asset. Insufficient funds.", false);
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LLSDNewFileAngentInventoryVariablePriceReplyResponse errorResponse = new LLSDNewFileAngentInventoryVariablePriceReplyResponse();
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errorResponse.rsvp = "";
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errorResponse.state = "error";
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return errorResponse;
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}
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}
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// }
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string assetName = llsdRequest.name;
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string assetDes = llsdRequest.description;
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string capsBase = "/CAPS/NewAgentInventoryVariablePrice/";
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UUID newAsset = UUID.Random();
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UUID newInvItem = UUID.Random();
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UUID parentFolder = llsdRequest.folder_id;
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string uploaderPath = Util.RandomClass.Next(5000, 8000).ToString("0000") + "/";
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AssetUploaderWithCost uploader =
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new AssetUploaderWithCost(assetName, assetDes, newAsset, newInvItem, parentFolder, llsdRequest.inventory_type,
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llsdRequest.asset_type, capsBase + uploaderPath, MainServer.Instance, m_dumpAssetsToFile, cost);
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MainServer.Instance.AddStreamHandler(
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new BinaryStreamHandler(
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"POST",
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capsBase + uploaderPath,
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uploader.uploaderCaps,
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"NewAgentInventoryVariablePrice",
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agentID.ToString()));
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string protocol = "http://";
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if (MainServer.Instance.UseSSL)
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protocol = "https://";
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string uploaderURL = protocol + m_scene.RegionInfo.ExternalHostName + ":" + MainServer.Instance.Port.ToString() + capsBase +
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uploaderPath;
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LLSDNewFileAngentInventoryVariablePriceReplyResponse uploadResponse = new LLSDNewFileAngentInventoryVariablePriceReplyResponse();
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uploadResponse.rsvp = uploaderURL;
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uploadResponse.state = "upload";
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uploadResponse.resource_cost = 0;
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uploadResponse.upload_price = 0;
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uploader.OnUpLoad += //UploadCompleteHandler;
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delegate(
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string passetName, string passetDescription, UUID passetID,
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UUID pinventoryItem, UUID pparentFolder, byte[] pdata, string pinventoryType,
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string passetType, uint pcost)
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{
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UploadCompleteHandler(passetName, passetDescription, passetID,
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pinventoryItem, pparentFolder, pdata, pinventoryType,
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passetType,agentID, pcost);
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};
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return uploadResponse;
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}
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public void UploadCompleteHandler(string assetName, string assetDescription, UUID assetID,
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UUID inventoryItem, UUID parentFolder, byte[] data, string inventoryType,
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string assetType,UUID AgentID, uint cost)
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{
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// m_log.DebugFormat(
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// "[NEW FILE AGENT INVENTORY VARIABLE PRICE MODULE]: Upload complete for {0}", inventoryItem);
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sbyte assType = 0;
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sbyte inType = 0;
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if (inventoryType == "sound")
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{
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inType = 1;
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assType = 1;
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}
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else if (inventoryType == "animation")
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{
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inType = 19;
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assType = 20;
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}
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else if (inventoryType == "wearable")
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{
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inType = 18;
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switch (assetType)
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{
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case "bodypart":
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assType = 13;
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break;
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case "clothing":
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assType = 5;
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break;
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}
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}
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else if (inventoryType == "mesh")
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{
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inType = (sbyte)InventoryType.Mesh;
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assType = (sbyte)AssetType.Mesh;
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}
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AssetBase asset;
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asset = new AssetBase(assetID, assetName, assType, AgentID.ToString());
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asset.Data = data;
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if (m_scene.AssetService != null)
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m_scene.AssetService.Store(asset);
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InventoryItemBase item = new InventoryItemBase();
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item.Owner = AgentID;
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item.CreatorId = AgentID.ToString();
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item.ID = inventoryItem;
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item.AssetID = asset.FullID;
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item.Description = assetDescription;
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item.Name = assetName;
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item.AssetType = assType;
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item.InvType = inType;
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item.Folder = parentFolder;
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item.CurrentPermissions
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= (uint)(PermissionMask.Move | PermissionMask.Copy | PermissionMask.Modify | PermissionMask.Transfer);
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item.BasePermissions = (uint)PermissionMask.All;
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item.EveryOnePermissions = 0;
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item.NextPermissions = (uint)PermissionMask.All;
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item.CreationDate = Util.UnixTimeSinceEpoch();
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m_scene.AddUploadedInventoryItem(AgentID, item, cost);
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}
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}
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}
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Reference in New Issue