* Update code to use patched libsecondlife.dll which removes the problem where the AssetType enum was 'Primitive' rather than 'Object'

* The libsecondlife patch was also applied to libsecondlife itself in r1714
* Many, many thanks to Dr Schofield (IBM) for his help on this :)
0.6.0-stable
Justin Clarke Casey 2008-04-08 14:39:29 +00:00
parent 3abc12b89a
commit 90422db35a
5 changed files with 3 additions and 12 deletions

View File

@ -301,16 +301,7 @@ namespace OpenSim.Region.Capabilities
llsdItem.item_id = invItem.ID;
llsdItem.name = invItem.Name;
llsdItem.parent_id = invItem.Folder;
llsdItem.type = Enum.GetName(typeof(AssetType), invItem.AssetType).ToLower();
// XXX Temporary fix for 'objects not appearing in inventory' problem. The asset type from libsecondlife is
// returning "primitive" when it should returning "object"! It looks like this is fixed in the latest libsecondlife,
// but our own libsl1550 doesn't have it either!
if ("primitive".Equals(llsdItem.type))
{
llsdItem.type = "object";
}
llsdItem.type = Enum.GetName(typeof(AssetType), invItem.AssetType).ToLower();
llsdItem.inv_type = Enum.GetName(typeof(InventoryType), invItem.InvType).ToLower();
llsdItem.permissions = new LLSDPermissions();
llsdItem.permissions.creator_id = invItem.Creator;

View File

@ -326,7 +326,7 @@ namespace OpenSim.Framework.Communications
folder.AgentID = user;
folder.ID = LLUUID.Random();
folder.Name = "Objects";
folder.Type = (short)AssetType.Primitive;
folder.Type = (short)AssetType.Object;
folder.Version = 1;
Folders.Add(folder.ID, folder);

View File

@ -858,7 +858,7 @@ namespace OpenSim.Region.Environment.Scenes
((SceneObjectGroup) selectedEnt).GetPartName(selectedEnt.LocalId),
((SceneObjectGroup) selectedEnt).GetPartDescription(selectedEnt.LocalId),
(sbyte) InventoryType.Object,
(sbyte) AssetType.Primitive,
(sbyte) AssetType.Object,
Helpers.StringToField(sceneObjectXml));
AssetCache.AddAsset(asset);

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