Move more of IAM.RezObject() into DoPreRezWhenFromItem()
parent
15ea82e925
commit
9c0a03731d
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@ -719,26 +719,6 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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}
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}
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SceneObjectGroup group = null;
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SceneObjectGroup group = null;
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UUID itemId = UUID.Zero;
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// If we have permission to copy then link the rezzed object back to the user inventory
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// item that it came from. This allows us to enable 'save object to inventory'
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if (!m_Scene.Permissions.BypassPermissions())
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{
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if ((item.CurrentPermissions & (uint)PermissionMask.Copy)
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== (uint)PermissionMask.Copy && (item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0)
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{
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itemId = item.ID;
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}
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}
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else
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{
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if ((item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0)
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{
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// Brave new fullperm world
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itemId = item.ID;
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}
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}
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string xmlData = Utils.BytesToString(rezAsset.Data);
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string xmlData = Utils.BytesToString(rezAsset.Data);
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List<SceneObjectGroup> objlist =
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List<SceneObjectGroup> objlist =
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@ -753,8 +733,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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if (e == null || attachment) // Single
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if (e == null || attachment) // Single
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{
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{
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SceneObjectGroup g =
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SceneObjectGroup g =
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SceneObjectSerializer.FromOriginalXmlFormat(
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SceneObjectSerializer.FromOriginalXmlFormat(UUID.Zero, xmlData);
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itemId, xmlData);
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objlist.Add(g);
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objlist.Add(g);
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veclist.Add(new Vector3(0, 0, 0));
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veclist.Add(new Vector3(0, 0, 0));
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@ -783,8 +763,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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foreach (XmlNode n in groups)
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foreach (XmlNode n in groups)
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{
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{
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SceneObjectGroup g =
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SceneObjectGroup g =
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SceneObjectSerializer.FromOriginalXmlFormat(
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SceneObjectSerializer.FromOriginalXmlFormat(UUID.Zero, n.OuterXml);
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itemId, n.OuterXml);
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objlist.Add(g);
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objlist.Add(g);
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XmlElement el = (XmlElement)n;
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XmlElement el = (XmlElement)n;
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@ -893,6 +873,27 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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private bool DoPreRezWhenFromItem(
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private bool DoPreRezWhenFromItem(
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IClientAPI remoteClient, InventoryItemBase item, List<SceneObjectGroup> objlist, Vector3 pos, bool isAttachment)
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IClientAPI remoteClient, InventoryItemBase item, List<SceneObjectGroup> objlist, Vector3 pos, bool isAttachment)
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{
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{
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UUID fromUserInventoryItemId = UUID.Zero;
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// If we have permission to copy then link the rezzed object back to the user inventory
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// item that it came from. This allows us to enable 'save object to inventory'
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if (!m_Scene.Permissions.BypassPermissions())
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{
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if ((item.CurrentPermissions & (uint)PermissionMask.Copy)
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== (uint)PermissionMask.Copy && (item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0)
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{
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fromUserInventoryItemId = item.ID;
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}
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}
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else
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{
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if ((item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0)
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{
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// Brave new fullperm world
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fromUserInventoryItemId = item.ID;
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}
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}
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int primcount = 0;
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int primcount = 0;
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foreach (SceneObjectGroup g in objlist)
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foreach (SceneObjectGroup g in objlist)
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primcount += g.PrimCount;
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primcount += g.PrimCount;
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@ -958,6 +959,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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foreach (SceneObjectPart part in so.Parts)
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foreach (SceneObjectPart part in so.Parts)
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{
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{
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part.FromUserInventoryItemID = fromUserInventoryItemId;
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if ((part.OwnerID != item.Owner) ||
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if ((part.OwnerID != item.Owner) ||
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(item.CurrentPermissions & 16) != 0)
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(item.CurrentPermissions & 16) != 0)
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{
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{
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@ -208,13 +208,12 @@ namespace OpenSim.Region.Framework.Scenes
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/// </value>
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/// </value>
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private UUID m_fromUserInventoryItemID;
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private UUID m_fromUserInventoryItemID;
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public UUID FromUserInventoryItemID
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public UUID FromUserInventoryItemID
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{
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{
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get { return m_fromUserInventoryItemID; }
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get { return m_fromUserInventoryItemID; }
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set { m_fromUserInventoryItemID = value; }
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}
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}
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public scriptEvents AggregateScriptEvents;
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public scriptEvents AggregateScriptEvents;
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