Implement rezzing coalesced objects
parent
b385d4aa03
commit
a4b3439025
|
@ -458,7 +458,14 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
|
||||||
item.Folder = folder.ID;
|
item.Folder = folder.ID;
|
||||||
item.Owner = userID;
|
item.Owner = userID;
|
||||||
if (objlist.Count > 1)
|
if (objlist.Count > 1)
|
||||||
|
{
|
||||||
item.Flags = (uint)InventoryItemFlags.ObjectHasMultipleItems;
|
item.Flags = (uint)InventoryItemFlags.ObjectHasMultipleItems;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
item.SaleType = objlist[0].RootPart.ObjectSaleType;
|
||||||
|
item.SalePrice = objlist[0].RootPart.SalePrice;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
AssetBase asset = CreateAsset(
|
AssetBase asset = CreateAsset(
|
||||||
|
@ -522,7 +529,6 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
|
||||||
7); // Preserve folded permissions
|
7); // Preserve folded permissions
|
||||||
}
|
}
|
||||||
|
|
||||||
// TODO: add the new fields (Flags, Sale info, etc)
|
|
||||||
item.CreationDate = Util.UnixTimeSinceEpoch();
|
item.CreationDate = Util.UnixTimeSinceEpoch();
|
||||||
item.Description = asset.Description;
|
item.Description = asset.Description;
|
||||||
item.Name = asset.Name;
|
item.Name = asset.Name;
|
||||||
|
@ -598,6 +604,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
|
||||||
|
|
||||||
AssetBase rezAsset = m_Scene.AssetService.Get(item.AssetID.ToString());
|
AssetBase rezAsset = m_Scene.AssetService.Get(item.AssetID.ToString());
|
||||||
|
|
||||||
|
SceneObjectGroup group = null;
|
||||||
|
|
||||||
if (rezAsset != null)
|
if (rezAsset != null)
|
||||||
{
|
{
|
||||||
UUID itemId = UUID.Zero;
|
UUID itemId = UUID.Zero;
|
||||||
|
@ -606,34 +614,78 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
|
||||||
// item that it came from. This allows us to enable 'save object to inventory'
|
// item that it came from. This allows us to enable 'save object to inventory'
|
||||||
if (!m_Scene.Permissions.BypassPermissions())
|
if (!m_Scene.Permissions.BypassPermissions())
|
||||||
{
|
{
|
||||||
if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == (uint)PermissionMask.Copy)
|
if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == (uint)PermissionMask.Copy && (item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0)
|
||||||
{
|
{
|
||||||
itemId = item.ID;
|
itemId = item.ID;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
// Brave new fullperm world
|
if ((item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0)
|
||||||
//
|
{
|
||||||
itemId = item.ID;
|
// Brave new fullperm world
|
||||||
|
itemId = item.ID;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
string xmlData = Utils.BytesToString(rezAsset.Data);
|
string xmlData = Utils.BytesToString(rezAsset.Data);
|
||||||
SceneObjectGroup group
|
List<SceneObjectGroup> objlist =
|
||||||
= SceneObjectSerializer.FromOriginalXmlFormat(itemId, xmlData);
|
new List<SceneObjectGroup>();
|
||||||
|
List<Vector3> veclist = new List<Vector3>();
|
||||||
|
|
||||||
Util.FireAndForget(delegate { AddUserData(group); });
|
XmlDocument doc = new XmlDocument();
|
||||||
|
doc.LoadXml(xmlData);
|
||||||
group.RootPart.FromFolderID = item.Folder;
|
XmlElement e = (XmlElement)doc.SelectSingleNode("/CoalescedObject");
|
||||||
|
if (e == null || attachment) // Single
|
||||||
|
{
|
||||||
|
SceneObjectGroup g =
|
||||||
|
SceneObjectSerializer.FromOriginalXmlFormat(
|
||||||
|
itemId, xmlData);
|
||||||
|
objlist.Add(g);
|
||||||
|
veclist.Add(new Vector3(0, 0, 0));
|
||||||
|
|
||||||
// If it's rezzed in world, select it. Much easier to
|
float offsetHeight = 0;
|
||||||
// find small items.
|
pos = m_Scene.GetNewRezLocation(
|
||||||
//
|
RayStart, RayEnd, RayTargetID, Quaternion.Identity,
|
||||||
if (!attachment)
|
BypassRayCast, bRayEndIsIntersection, true, g.GetAxisAlignedBoundingBox(out offsetHeight), false);
|
||||||
group.RootPart.CreateSelected = true;
|
pos.Z += offsetHeight;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
XmlElement coll = (XmlElement)e;
|
||||||
|
float bx = Convert.ToSingle(coll.GetAttribute("x"));
|
||||||
|
float by = Convert.ToSingle(coll.GetAttribute("y"));
|
||||||
|
float bz = Convert.ToSingle(coll.GetAttribute("z"));
|
||||||
|
Vector3 bbox = new Vector3(bx, by, bz);
|
||||||
|
|
||||||
|
pos = m_Scene.GetNewRezLocation(RayStart, RayEnd,
|
||||||
|
RayTargetID, Quaternion.Identity,
|
||||||
|
BypassRayCast, bRayEndIsIntersection, true,
|
||||||
|
bbox, false);
|
||||||
|
|
||||||
|
pos -= bbox / 2;
|
||||||
|
|
||||||
|
XmlNodeList groups = e.SelectNodes("SceneObjectGroup");
|
||||||
|
foreach (XmlNode n in groups)
|
||||||
|
{
|
||||||
|
SceneObjectGroup g =
|
||||||
|
SceneObjectSerializer.FromOriginalXmlFormat(
|
||||||
|
itemId, n.OuterXml);
|
||||||
|
objlist.Add(g);
|
||||||
|
XmlElement el = (XmlElement)n;
|
||||||
|
float x = Convert.ToSingle(el.GetAttribute("offsetx"));
|
||||||
|
float y = Convert.ToSingle(el.GetAttribute("offsety"));
|
||||||
|
float z = Convert.ToSingle(el.GetAttribute("offsetz"));
|
||||||
|
veclist.Add(new Vector3(x, y, z));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
int primcount = 0;
|
||||||
|
foreach (SceneObjectGroup g in objlist)
|
||||||
|
primcount += g.PrimCount;
|
||||||
|
|
||||||
if (!m_Scene.Permissions.CanRezObject(
|
if (!m_Scene.Permissions.CanRezObject(
|
||||||
group.PrimCount, remoteClient.AgentId, pos)
|
primcount, remoteClient.AgentId, pos)
|
||||||
&& !attachment)
|
&& !attachment)
|
||||||
{
|
{
|
||||||
// The client operates in no fail mode. It will
|
// The client operates in no fail mode. It will
|
||||||
|
@ -646,123 +698,139 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
|
||||||
return null;
|
return null;
|
||||||
}
|
}
|
||||||
|
|
||||||
group.ResetIDs();
|
for (int i = 0 ; i < objlist.Count ; i++ )
|
||||||
|
|
||||||
if (attachment)
|
|
||||||
{
|
{
|
||||||
group.RootPart.Flags |= PrimFlags.Phantom;
|
group = objlist[i];
|
||||||
group.RootPart.IsAttachment = true;
|
|
||||||
|
Vector3 storedPosition = group.AbsolutePosition;
|
||||||
|
if (group.UUID == UUID.Zero)
|
||||||
|
{
|
||||||
|
m_log.Debug("[InventoryAccessModule]: Inventory object has UUID.Zero! Position 3");
|
||||||
|
}
|
||||||
|
group.RootPart.FromFolderID = item.Folder;
|
||||||
|
|
||||||
|
// If it's rezzed in world, select it. Much easier to
|
||||||
|
// find small items.
|
||||||
|
//
|
||||||
|
if (!attachment)
|
||||||
|
{
|
||||||
|
group.RootPart.CreateSelected = true;
|
||||||
|
foreach (SceneObjectPart child in group.Parts)
|
||||||
|
child.CreateSelected = true;
|
||||||
|
}
|
||||||
|
group.ResetIDs();
|
||||||
|
|
||||||
|
if (attachment)
|
||||||
|
{
|
||||||
|
group.RootPart.Flags |= PrimFlags.Phantom;
|
||||||
|
group.RootPart.IsAttachment = true;
|
||||||
|
}
|
||||||
|
|
||||||
// If we're rezzing an attachment then don't ask
|
// If we're rezzing an attachment then don't ask
|
||||||
// AddNewSceneObject() to update the client since
|
// AddNewSceneObject() to update the client since
|
||||||
// we'll be doing that later on. Scheduling more
|
// we'll be doing that later on. Scheduling more than
|
||||||
// than one full update during the attachment
|
// one full update during the attachment
|
||||||
// process causes some clients to fail to display
|
// process causes some clients to fail to display the
|
||||||
// the attachment properly.
|
// attachment properly.
|
||||||
// Also, don't persist attachments.
|
|
||||||
m_Scene.AddNewSceneObject(group, false, false);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
m_Scene.AddNewSceneObject(group, true, false);
|
m_Scene.AddNewSceneObject(group, true, false);
|
||||||
}
|
|
||||||
|
|
||||||
// m_log.InfoFormat("ray end point for inventory rezz is {0} {1} {2} ", RayEnd.X, RayEnd.Y, RayEnd.Z);
|
// if attachment we set it's asset id so object updates
|
||||||
// if attachment we set it's asset id so object updates can reflect that
|
// can reflect that, if not, we set it's position in world.
|
||||||
// if not, we set it's position in world.
|
if (!attachment)
|
||||||
if (!attachment)
|
{
|
||||||
{
|
group.ScheduleGroupForFullUpdate();
|
||||||
group.ScheduleGroupForFullUpdate();
|
|
||||||
|
group.AbsolutePosition = pos + veclist[i];
|
||||||
float offsetHeight = 0;
|
}
|
||||||
pos = m_Scene.GetNewRezLocation(
|
else
|
||||||
RayStart, RayEnd, RayTargetID, Quaternion.Identity,
|
{
|
||||||
BypassRayCast, bRayEndIsIntersection, true, group.GetAxisAlignedBoundingBox(out offsetHeight), false);
|
group.SetFromItemID(itemID);
|
||||||
pos.Z += offsetHeight;
|
}
|
||||||
group.AbsolutePosition = pos;
|
|
||||||
// m_log.InfoFormat("rezx point for inventory rezz is {0} {1} {2} and offsetheight was {3}", pos.X, pos.Y, pos.Z, offsetHeight);
|
|
||||||
|
|
||||||
}
|
SceneObjectPart rootPart = null;
|
||||||
else
|
|
||||||
{
|
|
||||||
group.SetFromItemID(itemID);
|
|
||||||
}
|
|
||||||
|
|
||||||
SceneObjectPart rootPart = null;
|
try
|
||||||
try
|
{
|
||||||
{
|
rootPart = group.GetChildPart(group.UUID);
|
||||||
rootPart = group.GetChildPart(group.UUID);
|
}
|
||||||
}
|
catch (NullReferenceException)
|
||||||
catch (NullReferenceException)
|
{
|
||||||
{
|
string isAttachment = "";
|
||||||
string isAttachment = "";
|
|
||||||
|
|
||||||
if (attachment)
|
if (attachment)
|
||||||
isAttachment = " Object was an attachment";
|
isAttachment = " Object was an attachment";
|
||||||
|
|
||||||
m_log.Error("[AGENT INVENTORY]: Error rezzing ItemID: " + itemID + " object has no rootpart." + isAttachment);
|
m_log.Error("[AGENT INVENTORY]: Error rezzing ItemID: " + itemID + " object has no rootpart." + isAttachment);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Since renaming the item in the inventory does not affect the name stored
|
// Since renaming the item in the inventory does not
|
||||||
// in the serialization, transfer the correct name from the inventory to the
|
// affect the name stored in the serialization, transfer
|
||||||
// object itself before we rez.
|
// the correct name from the inventory to the
|
||||||
rootPart.Name = item.Name;
|
// object itself before we rez.
|
||||||
rootPart.Description = item.Description;
|
rootPart.Name = item.Name;
|
||||||
|
rootPart.Description = item.Description;
|
||||||
if ((item.Flags & (uint)InventoryItemFlags.ObjectSlamSale) != 0)
|
|
||||||
{
|
|
||||||
rootPart.ObjectSaleType = item.SaleType;
|
rootPart.ObjectSaleType = item.SaleType;
|
||||||
rootPart.SalePrice = item.SalePrice;
|
rootPart.SalePrice = item.SalePrice;
|
||||||
}
|
|
||||||
|
|
||||||
group.SetGroup(remoteClient.ActiveGroupId, remoteClient);
|
group.SetGroup(remoteClient.ActiveGroupId, remoteClient);
|
||||||
if ((rootPart.OwnerID != item.Owner) ||
|
if ((rootPart.OwnerID != item.Owner) ||
|
||||||
(item.CurrentPermissions & 16) != 0 || // Magic number
|
(item.CurrentPermissions & 16) != 0)
|
||||||
(item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0)
|
|
||||||
{
|
|
||||||
//Need to kill the for sale here
|
|
||||||
rootPart.ObjectSaleType = 0;
|
|
||||||
rootPart.SalePrice = 10;
|
|
||||||
|
|
||||||
if (m_Scene.Permissions.PropagatePermissions())
|
|
||||||
{
|
{
|
||||||
foreach (SceneObjectPart part in group.Parts)
|
//Need to kill the for sale here
|
||||||
{
|
rootPart.ObjectSaleType = 0;
|
||||||
if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0)
|
rootPart.SalePrice = 10;
|
||||||
part.EveryoneMask = item.EveryOnePermissions;
|
|
||||||
if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0)
|
|
||||||
part.NextOwnerMask = item.NextPermissions;
|
|
||||||
if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteGroup) != 0)
|
|
||||||
part.GroupMask = item.GroupPermissions;
|
|
||||||
}
|
|
||||||
|
|
||||||
foreach (SceneObjectPart part in group.Parts)
|
if (m_Scene.Permissions.PropagatePermissions())
|
||||||
|
{
|
||||||
|
foreach (SceneObjectPart part in group.Parts)
|
||||||
|
{
|
||||||
|
if ((item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0)
|
||||||
|
{
|
||||||
|
part.EveryoneMask = item.EveryOnePermissions;
|
||||||
|
part.NextOwnerMask = item.NextPermissions;
|
||||||
|
}
|
||||||
|
part.GroupMask = 0; // DO NOT propagate here
|
||||||
|
}
|
||||||
|
|
||||||
|
group.ApplyNextOwnerPermissions();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
foreach (SceneObjectPart part in group.Parts)
|
||||||
|
{
|
||||||
|
if ((part.OwnerID != item.Owner) ||
|
||||||
|
(item.CurrentPermissions & 16) != 0)
|
||||||
{
|
{
|
||||||
part.LastOwnerID = part.OwnerID;
|
part.LastOwnerID = part.OwnerID;
|
||||||
part.OwnerID = item.Owner;
|
part.OwnerID = item.Owner;
|
||||||
part.Inventory.ChangeInventoryOwner(item.Owner);
|
part.Inventory.ChangeInventoryOwner(item.Owner);
|
||||||
|
part.GroupMask = 0; // DO NOT propagate here
|
||||||
|
}
|
||||||
|
part.EveryoneMask = item.EveryOnePermissions;
|
||||||
|
part.NextOwnerMask = item.NextPermissions;
|
||||||
|
}
|
||||||
|
|
||||||
|
rootPart.TrimPermissions();
|
||||||
|
|
||||||
|
if (!attachment)
|
||||||
|
{
|
||||||
|
if (group.RootPart.Shape.PCode == (byte)PCode.Prim)
|
||||||
|
{
|
||||||
|
// Save attachment data
|
||||||
|
group.RootPart.AttachPoint = group.RootPart.Shape.State;
|
||||||
|
group.RootPart.AttachOffset = storedPosition;
|
||||||
|
|
||||||
|
group.ClearPartAttachmentData();
|
||||||
}
|
}
|
||||||
|
|
||||||
group.ApplyNextOwnerPermissions();
|
// Fire on_rez
|
||||||
|
group.CreateScriptInstances(0, true, m_Scene.DefaultScriptEngine, 1);
|
||||||
|
rootPart.ParentGroup.ResumeScripts();
|
||||||
|
|
||||||
|
rootPart.ScheduleFullUpdate();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
rootPart.TrimPermissions();
|
|
||||||
|
|
||||||
if (!attachment)
|
|
||||||
{
|
|
||||||
if (group.RootPart.Shape.PCode == (byte)PCode.Prim)
|
|
||||||
{
|
|
||||||
group.ClearPartAttachmentData();
|
|
||||||
}
|
|
||||||
|
|
||||||
// Fire on_rez
|
|
||||||
group.CreateScriptInstances(0, true, m_Scene.DefaultScriptEngine, 1);
|
|
||||||
rootPart.ParentGroup.ResumeScripts();
|
|
||||||
|
|
||||||
rootPart.ScheduleFullUpdate();
|
|
||||||
}
|
|
||||||
|
|
||||||
if (!m_Scene.Permissions.BypassPermissions())
|
if (!m_Scene.Permissions.BypassPermissions())
|
||||||
{
|
{
|
||||||
if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
|
if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
|
||||||
|
@ -778,9 +846,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
return rootPart.ParentGroup;
|
|
||||||
}
|
}
|
||||||
|
return group;
|
||||||
}
|
}
|
||||||
|
|
||||||
return null;
|
return null;
|
||||||
|
|
Loading…
Reference in New Issue