Implement taking of coalesced objects.
WARNING!!!!! You can TAKE them, but you can't REZ them again. Only the first of the contained objects will rez, the rest is inaccessible until rezzing them is implemented. Also, rotations are not explicitly stored. This MAY work. Or not.0.7.1-dev
parent
e8e940e33e
commit
b385d4aa03
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@ -28,6 +28,7 @@
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Net;
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using System.Net;
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using System.Xml;
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using System.Reflection;
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using System.Reflection;
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using System.Threading;
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using System.Threading;
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@ -205,11 +206,11 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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public virtual UUID DeleteToInventory(DeRezAction action, UUID folderID,
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public virtual UUID DeleteToInventory(DeRezAction action, UUID folderID,
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List<SceneObjectGroup> objectGroups, IClientAPI remoteClient)
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List<SceneObjectGroup> objectGroups, IClientAPI remoteClient)
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{
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{
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// HACK: This is only working for lists containing a single item!
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// It's just a hack to make this WIP compile and run. Nothing
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// currently calls this with multiple items.
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UUID ret = UUID.Zero;
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UUID ret = UUID.Zero;
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// The following code groups the SOG's by owner. No objects
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// belonging to different people can be coalesced, for obvious
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// reasons.
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Dictionary<UUID, List<SceneObjectGroup>> deletes =
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Dictionary<UUID, List<SceneObjectGroup>> deletes =
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new Dictionary<UUID, List<SceneObjectGroup>>();
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new Dictionary<UUID, List<SceneObjectGroup>>();
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@ -221,204 +222,37 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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deletes[g.OwnerID].Add(g);
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deletes[g.OwnerID].Add(g);
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}
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}
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foreach (List<SceneObjectGroup> objlist in deletes.Values)
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// This is pethod scoped and will be returned. It will be the
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{
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// last created asset id
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foreach (SceneObjectGroup g in objlist)
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ret = DeleteToInventory(action, folderID, g, remoteClient);
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}
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return ret;
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}
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private UUID DeleteToInventory(DeRezAction action, UUID folderID,
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SceneObjectGroup objectGroup, IClientAPI remoteClient)
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{
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UUID assetID = UUID.Zero;
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UUID assetID = UUID.Zero;
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Vector3 inventoryStoredPosition = new Vector3
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// Each iteration is really a separate asset being created,
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(((objectGroup.AbsolutePosition.X > (int)Constants.RegionSize)
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// with distinct destinations as well.
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? 250
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foreach (List<SceneObjectGroup> objlist in deletes.Values)
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: objectGroup.AbsolutePosition.X)
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,
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(objectGroup.AbsolutePosition.X > (int)Constants.RegionSize)
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? 250
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: objectGroup.AbsolutePosition.X,
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objectGroup.AbsolutePosition.Z);
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Vector3 originalPosition = objectGroup.AbsolutePosition;
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objectGroup.AbsolutePosition = inventoryStoredPosition;
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string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(objectGroup);
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objectGroup.AbsolutePosition = originalPosition;
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// Get the user info of the item destination
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//
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UUID userID = UUID.Zero;
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if (action == DeRezAction.Take || action == DeRezAction.TakeCopy ||
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action == DeRezAction.SaveToExistingUserInventoryItem)
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{
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{
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// Take or take copy require a taker
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Dictionary<UUID, string> xmlStrings =
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// Saving changes requires a local user
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new Dictionary<UUID, string>();
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//
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if (remoteClient == null)
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return UUID.Zero;
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userID = remoteClient.AgentId;
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foreach (SceneObjectGroup objectGroup in objlist)
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}
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else
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{
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// All returns / deletes go to the object owner
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//
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userID = objectGroup.RootPart.OwnerID;
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}
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if (userID == UUID.Zero) // Can't proceed
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{
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return UUID.Zero;
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}
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// If we're returning someone's item, it goes back to the
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// owner's Lost And Found folder.
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// Delete is treated like return in this case
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// Deleting your own items makes them go to trash
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//
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InventoryFolderBase folder = null;
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InventoryItemBase item = null;
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if (DeRezAction.SaveToExistingUserInventoryItem == action)
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{
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item = new InventoryItemBase(objectGroup.RootPart.FromUserInventoryItemID, userID);
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item = m_Scene.InventoryService.GetItem(item);
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//item = userInfo.RootFolder.FindItem(
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// objectGroup.RootPart.FromUserInventoryItemID);
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if (null == item)
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{
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{
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m_log.DebugFormat(
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Vector3 inventoryStoredPosition = new Vector3
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"[AGENT INVENTORY]: Object {0} {1} scheduled for save to inventory has already been deleted.",
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(((objectGroup.AbsolutePosition.X > (int)Constants.RegionSize)
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objectGroup.Name, objectGroup.UUID);
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? 250
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return UUID.Zero;
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: objectGroup.AbsolutePosition.X)
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}
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,
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}
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(objectGroup.AbsolutePosition.X > (int)Constants.RegionSize)
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else
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? 250
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{
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: objectGroup.AbsolutePosition.X,
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// Folder magic
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objectGroup.AbsolutePosition.Z);
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//
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if (action == DeRezAction.Delete)
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{
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// Deleting someone else's item
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//
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if (remoteClient == null ||
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objectGroup.OwnerID != remoteClient.AgentId)
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{
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folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.LostAndFoundFolder);
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Vector3 originalPosition = objectGroup.AbsolutePosition;
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}
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else
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{
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folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.TrashFolder);
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}
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}
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else if (action == DeRezAction.Return)
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{
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// Dump to lost + found unconditionally
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// Restore attachment data after trip through the sim
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//
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if (objectGroup.RootPart.AttachPoint > 0)
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folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.LostAndFoundFolder);
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inventoryStoredPosition = objectGroup.RootPart.AttachOffset;
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}
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objectGroup.RootPart.Shape.State = objectGroup.RootPart.AttachPoint;
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if (folderID == UUID.Zero && folder == null)
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objectGroup.AbsolutePosition = inventoryStoredPosition;
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{
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if (action == DeRezAction.Delete)
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{
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// Deletes go to trash by default
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//
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folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.TrashFolder);
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}
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else
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{
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if (remoteClient == null ||
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objectGroup.OwnerID != remoteClient.AgentId)
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{
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// Taking copy of another person's item. Take to
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// Objects folder.
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folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.Object);
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}
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else
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{
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// Catch all. Use lost & found
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//
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folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.LostAndFoundFolder);
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}
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}
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}
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// Override and put into where it came from, if it came
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// from anywhere in inventory
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//
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if (action == DeRezAction.Take || action == DeRezAction.TakeCopy)
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{
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if (objectGroup.RootPart.FromFolderID != UUID.Zero)
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{
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InventoryFolderBase f = new InventoryFolderBase(objectGroup.RootPart.FromFolderID, userID);
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folder = m_Scene.InventoryService.GetFolder(f);
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}
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}
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if (folder == null) // None of the above
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{
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folder = new InventoryFolderBase(folderID);
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if (folder == null) // Nowhere to put it
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{
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return UUID.Zero;
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}
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}
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item = new InventoryItemBase();
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item.CreatorId = objectGroup.RootPart.CreatorID.ToString();
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item.CreatorData = objectGroup.RootPart.CreatorData;
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item.ID = UUID.Random();
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item.InvType = (int)InventoryType.Object;
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item.Folder = folder.ID;
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item.Owner = userID;
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}
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AssetBase asset = CreateAsset(
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objectGroup.GetPartName(objectGroup.RootPart.LocalId),
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objectGroup.GetPartDescription(objectGroup.RootPart.LocalId),
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(sbyte)AssetType.Object,
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Utils.StringToBytes(sceneObjectXml),
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objectGroup.OwnerID.ToString());
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m_Scene.AssetService.Store(asset);
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assetID = asset.FullID;
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if (DeRezAction.SaveToExistingUserInventoryItem == action)
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{
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item.AssetID = asset.FullID;
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m_Scene.InventoryService.UpdateItem(item);
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}
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else
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{
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item.AssetID = asset.FullID;
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if (remoteClient != null && (remoteClient.AgentId != objectGroup.RootPart.OwnerID) && m_Scene.Permissions.PropagatePermissions())
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{
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uint perms = objectGroup.GetEffectivePermissions();
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uint nextPerms = (perms & 7) << 13;
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if ((nextPerms & (uint)PermissionMask.Copy) == 0)
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perms &= ~(uint)PermissionMask.Copy;
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if ((nextPerms & (uint)PermissionMask.Transfer) == 0)
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perms &= ~(uint)PermissionMask.Transfer;
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if ((nextPerms & (uint)PermissionMask.Modify) == 0)
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perms &= ~(uint)PermissionMask.Modify;
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// Make sure all bits but the ones we want are clear
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// Make sure all bits but the ones we want are clear
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// on take.
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// on take.
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@ -431,52 +265,285 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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objectGroup.RootPart.NextOwnerMask |=
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objectGroup.RootPart.NextOwnerMask |=
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(uint)PermissionMask.Move;
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(uint)PermissionMask.Move;
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item.BasePermissions = perms & objectGroup.RootPart.NextOwnerMask;
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string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(objectGroup);
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item.CurrentPermissions = item.BasePermissions;
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item.NextPermissions = objectGroup.RootPart.NextOwnerMask;
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item.EveryOnePermissions = objectGroup.RootPart.EveryoneMask & objectGroup.RootPart.NextOwnerMask;
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item.GroupPermissions = objectGroup.RootPart.GroupMask & objectGroup.RootPart.NextOwnerMask;
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item.Flags |= (uint)InventoryItemFlags.ObjectSlamPerm;
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objectGroup.AbsolutePosition = originalPosition;
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}
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else
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{
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item.BasePermissions = objectGroup.GetEffectivePermissions();
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item.CurrentPermissions = objectGroup.GetEffectivePermissions();
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item.NextPermissions = objectGroup.RootPart.NextOwnerMask;
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item.EveryOnePermissions = objectGroup.RootPart.EveryoneMask;
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item.GroupPermissions = objectGroup.RootPart.GroupMask;
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item.CurrentPermissions &=
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xmlStrings[objectGroup.UUID] = sceneObjectXml;
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((uint)PermissionMask.Copy |
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(uint)PermissionMask.Transfer |
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(uint)PermissionMask.Modify |
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(uint)PermissionMask.Move |
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7); // Preserve folded permissions
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}
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}
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// TODO: add the new fields (Flags, Sale info, etc)
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string itemXml;
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item.CreationDate = Util.UnixTimeSinceEpoch();
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item.Description = asset.Description;
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item.Name = asset.Name;
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item.AssetType = asset.Type;
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m_Scene.AddInventoryItem(item);
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if (objlist.Count > 1)
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{
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float minX, minY, minZ;
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float maxX, maxY, maxZ;
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if (remoteClient != null && item.Owner == remoteClient.AgentId)
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Vector3[] offsets = m_Scene.GetCombinedBoundingBox(objlist,
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{
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out minX, out maxX, out minY, out maxY,
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remoteClient.SendInventoryItemCreateUpdate(item, 0);
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out minZ, out maxZ);
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}
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else
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// CreateWrapper
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{
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XmlDocument itemDoc = new XmlDocument();
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ScenePresence notifyUser = m_Scene.GetScenePresence(item.Owner);
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XmlElement root = itemDoc.CreateElement("", "CoalescedObject", "");
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if (notifyUser != null)
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itemDoc.AppendChild(root);
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// Embed the offsets into the group XML
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for ( int i = 0 ; i < objlist.Count ; i++ )
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{
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{
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notifyUser.ControllingClient.SendInventoryItemCreateUpdate(item, 0);
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XmlDocument doc = new XmlDocument();
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SceneObjectGroup g = objlist[i];
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doc.LoadXml(xmlStrings[g.UUID]);
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XmlElement e = (XmlElement)doc.SelectSingleNode("/SceneObjectGroup");
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e.SetAttribute("offsetx", offsets[i].X.ToString());
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e.SetAttribute("offsety", offsets[i].Y.ToString());
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e.SetAttribute("offsetz", offsets[i].Z.ToString());
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XmlNode objectNode = itemDoc.ImportNode(e, true);
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root.AppendChild(objectNode);
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}
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float sizeX = maxX - minX;
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float sizeY = maxY - minY;
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float sizeZ = maxZ - minZ;
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root.SetAttribute("x", sizeX.ToString());
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root.SetAttribute("y", sizeY.ToString());
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root.SetAttribute("z", sizeZ.ToString());
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itemXml = itemDoc.InnerXml;
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}
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else
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{
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itemXml = xmlStrings[objlist[0].UUID];
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}
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// Get the user info of the item destination
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//
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UUID userID = UUID.Zero;
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if (action == DeRezAction.Take || action == DeRezAction.TakeCopy ||
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action == DeRezAction.SaveToExistingUserInventoryItem)
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{
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// Take or take copy require a taker
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// Saving changes requires a local user
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//
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if (remoteClient == null)
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return UUID.Zero;
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userID = remoteClient.AgentId;
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}
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else
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{
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// All returns / deletes go to the object owner
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//
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userID = objlist[0].RootPart.OwnerID;
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}
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if (userID == UUID.Zero) // Can't proceed
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{
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return UUID.Zero;
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}
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// If we're returning someone's item, it goes back to the
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// owner's Lost And Found folder.
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// Delete is treated like return in this case
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// Deleting your own items makes them go to trash
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//
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InventoryFolderBase folder = null;
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InventoryItemBase item = null;
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if (DeRezAction.SaveToExistingUserInventoryItem == action)
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{
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item = new InventoryItemBase(objlist[0].RootPart.FromUserInventoryItemID, userID);
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item = m_Scene.InventoryService.GetItem(item);
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//item = userInfo.RootFolder.FindItem(
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// objectGroup.RootPart.FromUserInventoryItemID);
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if (null == item)
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{
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m_log.DebugFormat(
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"[AGENT INVENTORY]: Object {0} {1} scheduled for save to inventory has already been deleted.",
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objlist[0].Name, objlist[0].UUID);
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return UUID.Zero;
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}
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}
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else
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{
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// Folder magic
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//
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if (action == DeRezAction.Delete)
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{
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// Deleting someone else's item
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//
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if (remoteClient == null ||
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objlist[0].OwnerID != remoteClient.AgentId)
|
||||||
|
{
|
||||||
|
|
||||||
|
folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.LostAndFoundFolder);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.TrashFolder);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else if (action == DeRezAction.Return)
|
||||||
|
{
|
||||||
|
|
||||||
|
// Dump to lost + found unconditionally
|
||||||
|
//
|
||||||
|
folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.LostAndFoundFolder);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (folderID == UUID.Zero && folder == null)
|
||||||
|
{
|
||||||
|
if (action == DeRezAction.Delete)
|
||||||
|
{
|
||||||
|
// Deletes go to trash by default
|
||||||
|
//
|
||||||
|
folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.TrashFolder);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
if (remoteClient == null ||
|
||||||
|
objlist[0].OwnerID != remoteClient.AgentId)
|
||||||
|
{
|
||||||
|
// Taking copy of another person's item. Take to
|
||||||
|
// Objects folder.
|
||||||
|
folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.Object);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// Catch all. Use lost & found
|
||||||
|
//
|
||||||
|
|
||||||
|
folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.LostAndFoundFolder);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Override and put into where it came from, if it came
|
||||||
|
// from anywhere in inventory
|
||||||
|
//
|
||||||
|
if (action == DeRezAction.Take || action == DeRezAction.TakeCopy)
|
||||||
|
{
|
||||||
|
if (objlist[0].RootPart.FromFolderID != UUID.Zero)
|
||||||
|
{
|
||||||
|
InventoryFolderBase f = new InventoryFolderBase(objlist[0].RootPart.FromFolderID, userID);
|
||||||
|
folder = m_Scene.InventoryService.GetFolder(f);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (folder == null) // None of the above
|
||||||
|
{
|
||||||
|
folder = new InventoryFolderBase(folderID);
|
||||||
|
|
||||||
|
if (folder == null) // Nowhere to put it
|
||||||
|
{
|
||||||
|
return UUID.Zero;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
item = new InventoryItemBase();
|
||||||
|
// Can't know creator is the same, so null it in inventory
|
||||||
|
if (objlist.Count > 1)
|
||||||
|
item.CreatorId = UUID.Zero.ToString();
|
||||||
|
else
|
||||||
|
item.CreatorId = objlist[0].RootPart.CreatorID.ToString();
|
||||||
|
item.ID = UUID.Random();
|
||||||
|
item.InvType = (int)InventoryType.Object;
|
||||||
|
item.Folder = folder.ID;
|
||||||
|
item.Owner = userID;
|
||||||
|
if (objlist.Count > 1)
|
||||||
|
item.Flags = (uint)InventoryItemFlags.ObjectHasMultipleItems;
|
||||||
|
}
|
||||||
|
|
||||||
|
AssetBase asset = CreateAsset(
|
||||||
|
objlist[0].GetPartName(objlist[0].RootPart.LocalId),
|
||||||
|
objlist[0].GetPartDescription(objlist[0].RootPart.LocalId),
|
||||||
|
(sbyte)AssetType.Object,
|
||||||
|
Utils.StringToBytes(itemXml),
|
||||||
|
objlist[0].OwnerID.ToString());
|
||||||
|
m_Scene.AssetService.Store(asset);
|
||||||
|
assetID = asset.FullID;
|
||||||
|
|
||||||
|
if (DeRezAction.SaveToExistingUserInventoryItem == action)
|
||||||
|
{
|
||||||
|
item.AssetID = asset.FullID;
|
||||||
|
m_Scene.InventoryService.UpdateItem(item);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
item.AssetID = asset.FullID;
|
||||||
|
|
||||||
|
uint effectivePerms = (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify | PermissionMask.Move) | 7;
|
||||||
|
foreach (SceneObjectGroup grp in objlist)
|
||||||
|
effectivePerms &= grp.GetEffectivePermissions();
|
||||||
|
effectivePerms |= (uint)PermissionMask.Move;
|
||||||
|
|
||||||
|
if (remoteClient != null && (remoteClient.AgentId != objlist[0].RootPart.OwnerID) && m_Scene.Permissions.PropagatePermissions())
|
||||||
|
{
|
||||||
|
uint perms = effectivePerms;
|
||||||
|
uint nextPerms = (perms & 7) << 13;
|
||||||
|
if ((nextPerms & (uint)PermissionMask.Copy) == 0)
|
||||||
|
perms &= ~(uint)PermissionMask.Copy;
|
||||||
|
if ((nextPerms & (uint)PermissionMask.Transfer) == 0)
|
||||||
|
perms &= ~(uint)PermissionMask.Transfer;
|
||||||
|
if ((nextPerms & (uint)PermissionMask.Modify) == 0)
|
||||||
|
perms &= ~(uint)PermissionMask.Modify;
|
||||||
|
|
||||||
|
item.BasePermissions = perms & objlist[0].RootPart.NextOwnerMask;
|
||||||
|
item.CurrentPermissions = item.BasePermissions;
|
||||||
|
item.NextPermissions = perms & objlist[0].RootPart.NextOwnerMask;
|
||||||
|
item.EveryOnePermissions = objlist[0].RootPart.EveryoneMask & objlist[0].RootPart.NextOwnerMask;
|
||||||
|
item.GroupPermissions = objlist[0].RootPart.GroupMask & objlist[0].RootPart.NextOwnerMask;
|
||||||
|
|
||||||
|
// Magic number badness. Maybe this deserves an enum.
|
||||||
|
// bit 4 (16) is the "Slam" bit, it means treat as passed
|
||||||
|
// and apply next owner perms on rez
|
||||||
|
item.CurrentPermissions |= 16; // Slam!
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
item.BasePermissions = effectivePerms;
|
||||||
|
item.CurrentPermissions = effectivePerms;
|
||||||
|
item.NextPermissions = objlist[0].RootPart.NextOwnerMask & effectivePerms;
|
||||||
|
item.EveryOnePermissions = objlist[0].RootPart.EveryoneMask & effectivePerms;
|
||||||
|
item.GroupPermissions = objlist[0].RootPart.GroupMask & effectivePerms;
|
||||||
|
|
||||||
|
item.CurrentPermissions &=
|
||||||
|
((uint)PermissionMask.Copy |
|
||||||
|
(uint)PermissionMask.Transfer |
|
||||||
|
(uint)PermissionMask.Modify |
|
||||||
|
(uint)PermissionMask.Move |
|
||||||
|
7); // Preserve folded permissions
|
||||||
|
}
|
||||||
|
|
||||||
|
// TODO: add the new fields (Flags, Sale info, etc)
|
||||||
|
item.CreationDate = Util.UnixTimeSinceEpoch();
|
||||||
|
item.Description = asset.Description;
|
||||||
|
item.Name = asset.Name;
|
||||||
|
item.AssetType = asset.Type;
|
||||||
|
|
||||||
|
m_Scene.AddInventoryItem(item);
|
||||||
|
|
||||||
|
if (remoteClient != null && item.Owner == remoteClient.AgentId)
|
||||||
|
{
|
||||||
|
remoteClient.SendInventoryItemCreateUpdate(item, 0);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
ScenePresence notifyUser = m_Scene.GetScenePresence(item.Owner);
|
||||||
|
if (notifyUser != null)
|
||||||
|
{
|
||||||
|
notifyUser.ControllingClient.SendInventoryItemCreateUpdate(item, 0);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
return assetID;
|
return assetID;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -137,7 +137,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
x = m_inventoryDeletes.Dequeue();
|
x = m_inventoryDeletes.Dequeue();
|
||||||
|
|
||||||
m_log.DebugFormat(
|
m_log.DebugFormat(
|
||||||
"[ASYNC DELETER]: Sending object to user's inventory, {0} item(s) remaining.", left);
|
"[ASYNC DELETER]: Sending object to user's inventory, action {1}, count {2}, {0} item(s) remaining.", left, x.action, x.objectGroups.Count);
|
||||||
|
|
||||||
try
|
try
|
||||||
{
|
{
|
||||||
|
|
|
@ -4865,8 +4865,17 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
{
|
{
|
||||||
float ominX, ominY, ominZ, omaxX, omaxY, omaxZ;
|
float ominX, ominY, ominZ, omaxX, omaxY, omaxZ;
|
||||||
|
|
||||||
|
Vector3 vec = g.AbsolutePosition;
|
||||||
|
|
||||||
g.GetAxisAlignedBoundingBoxRaw(out ominX, out omaxX, out ominY, out omaxY, out ominZ, out omaxZ);
|
g.GetAxisAlignedBoundingBoxRaw(out ominX, out omaxX, out ominY, out omaxY, out ominZ, out omaxZ);
|
||||||
|
|
||||||
|
ominX += vec.X;
|
||||||
|
omaxX += vec.X;
|
||||||
|
ominY += vec.Y;
|
||||||
|
omaxY += vec.Y;
|
||||||
|
ominZ += vec.Z;
|
||||||
|
omaxZ += vec.Z;
|
||||||
|
|
||||||
if (minX > ominX)
|
if (minX > ominX)
|
||||||
minX = ominX;
|
minX = ominX;
|
||||||
if (minY > ominY)
|
if (minY > ominY)
|
||||||
|
|
Loading…
Reference in New Issue