* Make a step on removing direct access to TaskInventoryDictionary from other packages

0.6.1-post-fixes
Justin Clarke Casey 2008-11-25 17:15:21 +00:00
parent 11f7471d9c
commit 759a667247
4 changed files with 16 additions and 31 deletions

View File

@ -256,7 +256,7 @@ namespace OpenSim.Data.Tests
sop.RotationOffset = rotoff; sop.RotationOffset = rotoff;
sop.CreatorID = creator; sop.CreatorID = creator;
sop.InventorySerial = iserial; sop.InventorySerial = iserial;
sop.Inventory.Items = dic; sop.TaskInventory = dic;
sop.ObjectFlags = objf; sop.ObjectFlags = objf;
sop.Name = name; sop.Name = name;
sop.Material = material; sop.Material = material;
@ -288,7 +288,7 @@ namespace OpenSim.Data.Tests
Assert.That(uuid,Is.EqualTo(sop.UUID)); Assert.That(uuid,Is.EqualTo(sop.UUID));
Assert.That(creator,Is.EqualTo(sop.CreatorID)); Assert.That(creator,Is.EqualTo(sop.CreatorID));
Assert.That(iserial,Is.EqualTo(sop.InventorySerial)); Assert.That(iserial,Is.EqualTo(sop.InventorySerial));
Assert.That(dic,Is.EqualTo(sop.Inventory.Items)); Assert.That(dic,Is.EqualTo(sop.TaskInventory));
Assert.That(objf,Is.EqualTo(sop.ObjectFlags)); Assert.That(objf,Is.EqualTo(sop.ObjectFlags));
Assert.That(name,Is.EqualTo(sop.Name)); Assert.That(name,Is.EqualTo(sop.Name));
Assert.That(material,Is.EqualTo(sop.Material)); Assert.That(material,Is.EqualTo(sop.Material));
@ -337,7 +337,7 @@ namespace OpenSim.Data.Tests
Assert.That(uuid,Is.EqualTo(p.UUID)); Assert.That(uuid,Is.EqualTo(p.UUID));
Assert.That(creator,Is.EqualTo(p.CreatorID)); Assert.That(creator,Is.EqualTo(p.CreatorID));
//Assert.That(iserial,Is.EqualTo(p.InventorySerial)); //Assert.That(iserial,Is.EqualTo(p.InventorySerial));
Assert.That(dic,Is.EqualTo(p.Inventory.Items)); Assert.That(dic,Is.EqualTo(p.TaskInventory));
//Assert.That(objf,Is.EqualTo(p.ObjectFlags)); //Assert.That(objf,Is.EqualTo(p.ObjectFlags));
Assert.That(name,Is.EqualTo(p.Name)); Assert.That(name,Is.EqualTo(p.Name));
Assert.That(material,Is.EqualTo(p.Material)); Assert.That(material,Is.EqualTo(p.Material));
@ -415,7 +415,7 @@ namespace OpenSim.Data.Tests
sog2.RootPart.GroupPosition = groupos; sog2.RootPart.GroupPosition = groupos;
sog2.RootPart.RotationOffset = rotoff; sog2.RootPart.RotationOffset = rotoff;
sog2.RootPart.CreatorID = creator; sog2.RootPart.CreatorID = creator;
sog2.RootPart.Inventory.Items = dic; sog2.RootPart.TaskInventory = dic;
sog2.RootPart.Name = name; sog2.RootPart.Name = name;
sog2.RootPart.Material = material; sog2.RootPart.Material = material;
sog2.RootPart.ScriptAccessPin = pin; sog2.RootPart.ScriptAccessPin = pin;
@ -449,7 +449,7 @@ namespace OpenSim.Data.Tests
Assert.That(name,Is.EqualTo(p.Name)); Assert.That(name,Is.EqualTo(p.Name));
Assert.That(rotoff,Is.EqualTo(p.RotationOffset)); Assert.That(rotoff,Is.EqualTo(p.RotationOffset));
Assert.That(creator,Is.EqualTo(p.CreatorID)); Assert.That(creator,Is.EqualTo(p.CreatorID));
Assert.That(dic,Is.EqualTo(p.Inventory.Items)); Assert.That(dic,Is.EqualTo(p.TaskInventory));
Assert.That(name,Is.EqualTo(p.Name)); Assert.That(name,Is.EqualTo(p.Name));
Assert.That(material,Is.EqualTo(p.Material)); Assert.That(material,Is.EqualTo(p.Material));
Assert.That(pin,Is.EqualTo(p.ScriptAccessPin)); Assert.That(pin,Is.EqualTo(p.ScriptAccessPin));

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@ -44,36 +44,21 @@ namespace OpenSim.Region.Environment.Scenes
/// ///
/// This is not a finished 1.0 candidate interface /// This is not a finished 1.0 candidate interface
public interface IEntityInventory public interface IEntityInventory
{ {
/// <value>
/// Inventory serial number
/// </value>
// uint Serial
// {
// get;
// set;
// }
/// <value>
/// Raw inventory data
/// </value>
TaskInventoryDictionary Items
{
get;
set;
}
/// <summary> /// <summary>
/// Force the task inventory of this prim to persist at the next update sweep /// Force the task inventory of this prim to persist at the next update sweep
/// </summary> /// </summary>
void ForceInventoryPersistence(); void ForceInventoryPersistence();
/// <summary> /// <summary>
/// Reset UUIDs for all the items in the prim's inventory. This involves either generating /// Reset UUIDs for all the items in the prim's inventory.
/// </summary>
///
/// This involves either generating
/// new ones or setting existing UUIDs to the correct parent UUIDs. /// new ones or setting existing UUIDs to the correct parent UUIDs.
/// ///
/// If this method is called and there are inventory items, then we regard the inventory as having changed. /// If this method is called and there are inventory items, then we regard the inventory as having changed.
/// </summary> ///
/// <param name="linkNum">Link number for the part</param> /// <param name="linkNum">Link number for the part</param>
void ResetInventoryIDs(); void ResetInventoryIDs();

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@ -364,8 +364,8 @@ namespace OpenSim.Region.Environment.Scenes
/// </value> /// </value>
public TaskInventoryDictionary TaskInventory public TaskInventoryDictionary TaskInventory
{ {
get { return Inventory.Items; } get { return m_inventory.Items; }
set { Inventory.Items = value; } set { m_inventory.Items = value; }
} }
public uint ObjectFlags public uint ObjectFlags
@ -1263,7 +1263,7 @@ if (m_shape != null) {
dupe._category = _category; dupe._category = _category;
dupe.m_rezzed = m_rezzed; dupe.m_rezzed = m_rezzed;
dupe.Inventory.Items = (TaskInventoryDictionary)dupe.Inventory.Items.Clone(); dupe.m_inventory.Items = (TaskInventoryDictionary)dupe.m_inventory.Items.Clone();
if (userExposed) if (userExposed)
dupe.ResetIDs(linkNum); dupe.ResetIDs(linkNum);

View File

@ -69,7 +69,7 @@ namespace OpenSim.Region.Environment.Scenes
/// <value> /// <value>
/// Inventory serial number /// Inventory serial number
/// </value> /// </value>
public uint Serial protected internal uint Serial
{ {
get { return m_inventorySerial; } get { return m_inventorySerial; }
set { m_inventorySerial = value; } set { m_inventorySerial = value; }
@ -78,7 +78,7 @@ namespace OpenSim.Region.Environment.Scenes
/// <value> /// <value>
/// Raw inventory data /// Raw inventory data
/// </value> /// </value>
public TaskInventoryDictionary Items protected internal TaskInventoryDictionary Items
{ {
get { return m_items; } get { return m_items; }
set { m_items = value; } set { m_items = value; }