Implement rezzing coalesced objects
parent
2db0ac74c7
commit
ba0afa53d3
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@ -444,7 +444,14 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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item.Folder = folder.ID;
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item.Owner = userID;
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if (objlist.Count > 1)
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{
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item.Flags = (uint)InventoryItemFlags.ObjectHasMultipleItems;
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}
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else
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{
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item.SaleType = objlist[0].RootPart.ObjectSaleType;
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item.SalePrice = objlist[0].RootPart.SalePrice;
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}
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}
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AssetBase asset = CreateAsset(
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@ -508,7 +515,6 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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7); // Preserve folded permissions
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}
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// TODO: add the new fields (Flags, Sale info, etc)
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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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@ -587,6 +593,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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AssetBase rezAsset = m_Scene.AssetService.Get(item.AssetID.ToString());
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SceneObjectGroup group = null;
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if (rezAsset != null)
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{
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UUID itemId = UUID.Zero;
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@ -595,16 +603,18 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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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) == (uint)PermissionMask.Copy)
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if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == (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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// Brave new fullperm world
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//
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itemId = item.ID;
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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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if (item.ID == UUID.Zero)
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@ -613,27 +623,63 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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}
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string xmlData = Utils.BytesToString(rezAsset.Data);
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SceneObjectGroup group
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= SceneObjectSerializer.FromOriginalXmlFormat(itemId, xmlData);
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Vector3 storedPosition = group.AbsolutePosition;
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if (group.UUID == UUID.Zero)
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{
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m_log.Debug("[InventoryAccessModule]: Inventory object has UUID.Zero! Position 3");
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}
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group.RootPart.FromFolderID = item.Folder;
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List<SceneObjectGroup> objlist =
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new List<SceneObjectGroup>();
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List<Vector3> veclist = new List<Vector3>();
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// If it's rezzed in world, select it. Much easier to
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// find small items.
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//
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if (!attachment)
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XmlDocument doc = new XmlDocument();
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doc.LoadXml(xmlData);
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XmlElement e = (XmlElement)doc.SelectSingleNode("/CoalescedObject");
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if (e == null || attachment) // Single
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{
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group.RootPart.CreateSelected = true;
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foreach (SceneObjectPart child in group.Parts)
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child.CreateSelected = true;
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SceneObjectGroup g =
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SceneObjectSerializer.FromOriginalXmlFormat(
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itemId, xmlData);
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objlist.Add(g);
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veclist.Add(new Vector3(0, 0, 0));
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float offsetHeight = 0;
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pos = m_Scene.GetNewRezLocation(
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RayStart, RayEnd, RayTargetID, Quaternion.Identity,
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BypassRayCast, bRayEndIsIntersection, true, g.GetAxisAlignedBoundingBox(out offsetHeight), false);
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pos.Z += offsetHeight;
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}
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else
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{
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XmlElement coll = (XmlElement)e;
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float bx = Convert.ToSingle(coll.GetAttribute("x"));
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float by = Convert.ToSingle(coll.GetAttribute("y"));
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float bz = Convert.ToSingle(coll.GetAttribute("z"));
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Vector3 bbox = new Vector3(bx, by, bz);
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pos = m_Scene.GetNewRezLocation(RayStart, RayEnd,
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RayTargetID, Quaternion.Identity,
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BypassRayCast, bRayEndIsIntersection, true,
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bbox, false);
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pos -= bbox / 2;
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XmlNodeList groups = e.SelectNodes("SceneObjectGroup");
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foreach (XmlNode n in groups)
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{
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SceneObjectGroup g =
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SceneObjectSerializer.FromOriginalXmlFormat(
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itemId, n.OuterXml);
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objlist.Add(g);
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XmlElement el = (XmlElement)n;
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float x = Convert.ToSingle(el.GetAttribute("offsetx"));
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float y = Convert.ToSingle(el.GetAttribute("offsety"));
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float z = Convert.ToSingle(el.GetAttribute("offsetz"));
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veclist.Add(new Vector3(x, y, z));
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}
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}
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int primcount = 0;
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foreach (SceneObjectGroup g in objlist)
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primcount += g.PrimCount;
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if (!m_Scene.Permissions.CanRezObject(
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group.PrimCount, remoteClient.AgentId, pos)
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primcount, remoteClient.AgentId, pos)
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&& !attachment)
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{
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// The client operates in no fail mode. It will
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@ -645,135 +691,139 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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remoteClient.SendBulkUpdateInventory(item);
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return null;
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}
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if (group.UUID == UUID.Zero)
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{
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m_log.Debug("[InventoryAccessModule]: Inventory object has UUID.Zero! Position 4");
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}
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group.ResetIDs();
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if (group.UUID == UUID.Zero)
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{
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m_log.Debug("[InventoryAccessModule]: Inventory object has UUID.Zero! Position 5");
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}
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if (attachment)
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{
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group.RootPart.Flags |= PrimFlags.Phantom;
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group.RootPart.IsAttachment = true;
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}
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// If we're rezzing an attachment then don't ask AddNewSceneObject() to update the client since
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// we'll be doing that later on. Scheduling more than one full update during the attachment
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// process causes some clients to fail to display the attachment properly.
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m_Scene.AddNewSceneObject(group, true, false);
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for (int i = 0 ; i < objlist.Count ; i++ )
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{
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group = objlist[i];
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// m_log.InfoFormat("ray end point for inventory rezz is {0} {1} {2} ", RayEnd.X, RayEnd.Y, RayEnd.Z);
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// if attachment we set it's asset id so object updates can reflect that
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// if not, we set it's position in world.
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if (!attachment)
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{
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group.ScheduleGroupForFullUpdate();
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float offsetHeight = 0;
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pos = m_Scene.GetNewRezLocation(
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RayStart, RayEnd, RayTargetID, Quaternion.Identity,
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BypassRayCast, bRayEndIsIntersection, true, group.GetAxisAlignedBoundingBox(out offsetHeight), false);
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pos.Z += offsetHeight;
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group.AbsolutePosition = pos;
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// m_log.InfoFormat("rezx point for inventory rezz is {0} {1} {2} and offsetheight was {3}", pos.X, pos.Y, pos.Z, offsetHeight);
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Vector3 storedPosition = group.AbsolutePosition;
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if (group.UUID == UUID.Zero)
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{
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m_log.Debug("[InventoryAccessModule]: Inventory object has UUID.Zero! Position 3");
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}
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group.RootPart.FromFolderID = item.Folder;
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}
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else
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{
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group.SetFromItemID(itemID);
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}
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if (group.UUID == UUID.Zero)
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{
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m_log.Debug("[InventoryAccessModule]: Inventory object has UUID.Zero! Position 6");
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}
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SceneObjectPart rootPart = null;
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try
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{
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rootPart = group.GetChildPart(group.UUID);
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}
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catch (NullReferenceException)
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{
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string isAttachment = "";
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// If it's rezzed in world, select it. Much easier to
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// find small items.
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//
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if (!attachment)
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{
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group.RootPart.CreateSelected = true;
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foreach (SceneObjectPart child in group.Parts)
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child.CreateSelected = true;
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}
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group.ResetIDs();
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if (attachment)
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isAttachment = " Object was an attachment";
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m_log.Error("[AGENT INVENTORY]: Error rezzing ItemID: " + itemID + " object has no rootpart." + isAttachment);
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}
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if (group.UUID == UUID.Zero)
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{
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m_log.Debug("[InventoryAccessModule]: Inventory object has UUID.Zero! Position 7");
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}
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// Since renaming the item in the inventory does not affect the name stored
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// in the serialization, transfer the correct name from the inventory to the
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// object itself before we rez.
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rootPart.Name = item.Name;
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rootPart.Description = item.Description;
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group.SetGroup(remoteClient.ActiveGroupId, remoteClient);
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if ((rootPart.OwnerID != item.Owner) || (item.CurrentPermissions & 16) != 0)
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{
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//Need to kill the for sale here
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rootPart.ObjectSaleType = 0;
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rootPart.SalePrice = 10;
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if (m_Scene.Permissions.PropagatePermissions())
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{
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foreach (SceneObjectPart part in group.Parts)
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group.RootPart.Flags |= PrimFlags.Phantom;
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group.RootPart.IsAttachment = true;
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}
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// If we're rezzing an attachment then don't ask
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// AddNewSceneObject() to update the client since
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// we'll be doing that later on. Scheduling more than
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// one full update during the attachment
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// process causes some clients to fail to display the
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// attachment properly.
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m_Scene.AddNewSceneObject(group, true, false);
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// if attachment we set it's asset id so object updates
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// can reflect that, if not, we set it's position in world.
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if (!attachment)
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{
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group.ScheduleGroupForFullUpdate();
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group.AbsolutePosition = pos + veclist[i];
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}
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else
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{
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group.SetFromItemID(itemID);
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}
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SceneObjectPart rootPart = null;
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try
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{
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rootPart = group.GetChildPart(group.UUID);
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}
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catch (NullReferenceException)
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{
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string isAttachment = "";
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if (attachment)
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isAttachment = " Object was an attachment";
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m_log.Error("[AGENT INVENTORY]: Error rezzing ItemID: " + itemID + " object has no rootpart." + isAttachment);
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}
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// Since renaming the item in the inventory does not
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// affect the name stored in the serialization, transfer
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// the correct name from the inventory to the
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// object itself before we rez.
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rootPart.Name = item.Name;
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rootPart.Description = item.Description;
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rootPart.ObjectSaleType = item.SaleType;
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rootPart.SalePrice = item.SalePrice;
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group.SetGroup(remoteClient.ActiveGroupId, remoteClient);
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if ((rootPart.OwnerID != item.Owner) ||
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(item.CurrentPermissions & 16) != 0)
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{
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//Need to kill the for sale here
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rootPart.ObjectSaleType = 0;
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rootPart.SalePrice = 10;
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if (m_Scene.Permissions.PropagatePermissions())
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{
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part.EveryoneMask = item.EveryOnePermissions;
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part.NextOwnerMask = item.NextPermissions;
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foreach (SceneObjectPart part in group.Parts)
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{
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if ((item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0)
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{
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part.EveryoneMask = item.EveryOnePermissions;
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part.NextOwnerMask = item.NextPermissions;
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}
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part.GroupMask = 0; // DO NOT propagate here
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}
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group.ApplyNextOwnerPermissions();
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}
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}
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foreach (SceneObjectPart part in group.Parts)
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{
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if ((part.OwnerID != item.Owner) ||
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(item.CurrentPermissions & 16) != 0)
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{
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part.LastOwnerID = part.OwnerID;
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part.OwnerID = item.Owner;
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part.Inventory.ChangeInventoryOwner(item.Owner);
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part.GroupMask = 0; // DO NOT propagate here
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}
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part.EveryoneMask = item.EveryOnePermissions;
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part.NextOwnerMask = item.NextPermissions;
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}
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rootPart.TrimPermissions();
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if (!attachment)
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{
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if (group.RootPart.Shape.PCode == (byte)PCode.Prim)
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{
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// Save attachment data
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group.RootPart.AttachPoint = group.RootPart.Shape.State;
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group.RootPart.AttachOffset = storedPosition;
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group.ClearPartAttachmentData();
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}
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group.ApplyNextOwnerPermissions();
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}
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}
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if (group.UUID == UUID.Zero)
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{
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m_log.Debug("[InventoryAccessModule]: Inventory object has UUID.Zero! Position 8");
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}
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// Fire on_rez
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group.CreateScriptInstances(0, true, m_Scene.DefaultScriptEngine, 1);
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rootPart.ParentGroup.ResumeScripts();
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foreach (SceneObjectPart part in group.Parts)
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{
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if ((part.OwnerID != item.Owner) || (item.CurrentPermissions & 16) != 0)
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{
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part.LastOwnerID = part.OwnerID;
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part.OwnerID = item.Owner;
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part.Inventory.ChangeInventoryOwner(item.Owner);
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part.GroupMask = 0; // DO NOT propagate here
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rootPart.ScheduleFullUpdate();
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}
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part.EveryoneMask = item.EveryOnePermissions;
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part.NextOwnerMask = item.NextPermissions;
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}
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if (group.UUID == UUID.Zero)
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{
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m_log.Debug("[InventoryAccessModule]: Inventory object has UUID.Zero! Position 9");
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}
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rootPart.TrimPermissions();
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if (group.UUID == UUID.Zero)
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{
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m_log.Debug("[InventoryAccessModule]: Inventory object has UUID.Zero! Position 10");
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}
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if (!attachment)
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{
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if (group.RootPart.Shape.PCode == (byte)PCode.Prim)
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{
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// Save attachment data
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group.RootPart.AttachPoint = group.RootPart.Shape.State;
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group.RootPart.AttachOffset = storedPosition;
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group.ClearPartAttachmentData();
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}
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// Fire on_rez
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group.CreateScriptInstances(0, true, m_Scene.DefaultScriptEngine, 1);
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rootPart.ParentGroup.ResumeScripts();
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rootPart.ScheduleFullUpdate();
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}
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if (!m_Scene.Permissions.BypassPermissions())
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@ -791,12 +841,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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}
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}
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}
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if (group.UUID == UUID.Zero)
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{
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m_log.Debug("[InventoryAccessModule]: Inventory object has UUID.Zero! Position 11");
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}
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return group;
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}
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return group;
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}
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return null;
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