Use GetInventoryItem() in llRezAtRoot rather than iterating through a cloned dictionary

0.7.4.1
Justin Clark-Casey (justincc) 2012-07-04 22:21:47 +01:00
parent 2f998fce1f
commit 7b327848d0
1 changed files with 45 additions and 49 deletions

View File

@ -2738,67 +2738,63 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
{
m_host.AddScriptLPS(1);
Util.FireAndForget(delegate (object x)
Util.FireAndForget(x =>
{
if (Double.IsNaN(rot.x) || Double.IsNaN(rot.y) || Double.IsNaN(rot.z) || Double.IsNaN(rot.s))
return;
float dist = (float)llVecDist(llGetPos(), pos);
if (dist > m_ScriptDistanceFactor * 10.0f)
return;
//Clone is thread-safe
TaskInventoryDictionary partInventory = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
TaskInventoryItem item = m_host.Inventory.GetInventoryItem(inventory);
foreach (KeyValuePair<UUID, TaskInventoryItem> inv in partInventory)
if (item == null)
{
if (inv.Value.Name == inventory)
{
// make sure we're an object.
if (inv.Value.InvType != (int)InventoryType.Object)
{
llSay(0, "Unable to create requested object. Object is missing from database.");
return;
}
Vector3 llpos = new Vector3((float)pos.x, (float)pos.y, (float)pos.z);
Vector3 llvel = new Vector3((float)vel.x, (float)vel.y, (float)vel.z);
// need the magnitude later
// float velmag = (float)Util.GetMagnitude(llvel);
SceneObjectGroup new_group = World.RezObject(m_host, inv.Value, llpos, Rot2Quaternion(rot), llvel, param);
// If either of these are null, then there was an unknown error.
if (new_group == null)
continue;
// objects rezzed with this method are die_at_edge by default.
new_group.RootPart.SetDieAtEdge(true);
new_group.ResumeScripts();
m_ScriptEngine.PostObjectEvent(m_host.LocalId, new EventParams(
"object_rez", new Object[] {
new LSL_String(
new_group.RootPart.UUID.ToString()) },
new DetectParams[0]));
float groupmass = new_group.GetMass();
PhysicsActor pa = new_group.RootPart.PhysActor;
if (pa != null && pa.IsPhysical && llvel != Vector3.Zero)
{
//Recoil.
llApplyImpulse(new LSL_Vector(llvel.X * groupmass, llvel.Y * groupmass, llvel.Z * groupmass), 0);
}
// Variable script delay? (see (http://wiki.secondlife.com/wiki/LSL_Delay)
return;
}
llSay(0, "Could not find object " + inventory);
return;
}
llSay(0, "Could not find object " + inventory);
if (item.InvType != (int)InventoryType.Object)
{
llSay(0, "Unable to create requested object. Object is missing from database.");
return;
}
Vector3 llpos = new Vector3((float)pos.x, (float)pos.y, (float)pos.z);
Vector3 llvel = new Vector3((float)vel.x, (float)vel.y, (float)vel.z);
// need the magnitude later
// float velmag = (float)Util.GetMagnitude(llvel);
SceneObjectGroup new_group = World.RezObject(m_host, item, llpos, Rot2Quaternion(rot), llvel, param);
// If either of these are null, then there was an unknown error.
if (new_group == null)
return;
// objects rezzed with this method are die_at_edge by default.
new_group.RootPart.SetDieAtEdge(true);
new_group.ResumeScripts();
m_ScriptEngine.PostObjectEvent(m_host.LocalId, new EventParams(
"object_rez", new Object[] {
new LSL_String(
new_group.RootPart.UUID.ToString()) },
new DetectParams[0]));
float groupmass = new_group.GetMass();
PhysicsActor pa = new_group.RootPart.PhysActor;
if (pa != null && pa.IsPhysical && llvel != Vector3.Zero)
{
//Recoil.
llApplyImpulse(new LSL_Vector(llvel.X * groupmass, llvel.Y * groupmass, llvel.Z * groupmass), 0);
}
// Variable script delay? (see (http://wiki.secondlife.com/wiki/LSL_Delay)
});
//ScriptSleep((int)((groupmass * velmag) / 10));