Merge branch 'ubitwork' of ssh://3dhosting.de/var/git/careminster into ubitwork
commit
bfd38ecad4
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@ -268,6 +268,39 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
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else if (im.dialog == (byte) InstantMessageDialog.InventoryAccepted ||
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else if (im.dialog == (byte) InstantMessageDialog.InventoryAccepted ||
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im.dialog == (byte) InstantMessageDialog.TaskInventoryAccepted)
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im.dialog == (byte) InstantMessageDialog.TaskInventoryAccepted)
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{
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{
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UUID inventoryID = new UUID(im.imSessionID); // The inventory item/folder, back from it's trip
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IInventoryService invService = scene.InventoryService;
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// Special case: folder redirect.
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// RLV uses this
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if (im.dialog == (byte) InstantMessageDialog.TaskInventoryAccepted)
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{
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InventoryFolderBase folder = new InventoryFolderBase(inventoryID, client.AgentId);
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folder = invService.GetFolder(folder);
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if (folder != null)
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{
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if (im.binaryBucket.Length >= 16)
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{
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UUID destFolderID = new UUID(im.binaryBucket, 0);
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if (destFolderID != UUID.Zero)
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{
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InventoryFolderBase destFolder = new InventoryFolderBase(destFolderID, client.AgentId);
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destFolder = invService.GetFolder(destFolder);
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if (destFolder != null)
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{
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if (folder.ParentID != destFolder.ID)
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{
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folder.ParentID = destFolder.ID;
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invService.MoveFolder(folder);
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client.SendBulkUpdateInventory(folder);
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}
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}
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}
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}
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}
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}
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ScenePresence user = scene.GetScenePresence(new UUID(im.toAgentID));
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ScenePresence user = scene.GetScenePresence(new UUID(im.toAgentID));
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if (user != null) // Local
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if (user != null) // Local
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@ -263,7 +263,7 @@ namespace OpenSim.Region.Framework.Scenes
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private bool m_occupied; // KF if any av is sitting on this prim
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private bool m_occupied; // KF if any av is sitting on this prim
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private string m_text = String.Empty;
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private string m_text = String.Empty;
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private string m_touchName = String.Empty;
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private string m_touchName = String.Empty;
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private UndoRedoState m_UndoRedo = new UndoRedoState(5);
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private UndoRedoState m_UndoRedo = null;
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private bool m_passTouches;
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private bool m_passTouches;
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@ -1706,7 +1706,7 @@ namespace OpenSim.Region.Framework.Scenes
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dupe.Category = Category;
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dupe.Category = Category;
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dupe.m_rezzed = m_rezzed;
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dupe.m_rezzed = m_rezzed;
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dupe.m_UndoRedo = new UndoRedoState(5);
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dupe.m_UndoRedo = null;
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dupe.IgnoreUndoUpdate = false;
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dupe.IgnoreUndoUpdate = false;
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dupe.Undoing = false;
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dupe.Undoing = false;
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@ -3646,6 +3646,9 @@ namespace OpenSim.Region.Framework.Scenes
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public void StoreUndoState(ObjectChangeWhat what)
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public void StoreUndoState(ObjectChangeWhat what)
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{
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{
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if (m_UndoRedo == null)
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m_UndoRedo = new UndoRedoState(5);
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lock (m_UndoRedo)
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lock (m_UndoRedo)
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{
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{
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if (!Undoing && !IgnoreUndoUpdate && ParentGroup != null) // just to read better - undo is in progress, or suspended
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if (!Undoing && !IgnoreUndoUpdate && ParentGroup != null) // just to read better - undo is in progress, or suspended
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@ -3662,18 +3665,19 @@ namespace OpenSim.Region.Framework.Scenes
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{
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{
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get
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get
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{
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{
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lock (m_UndoRedo)
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if (m_UndoRedo == null)
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return m_UndoRedo.Count;
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return 0;
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return m_UndoRedo.Count;
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}
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}
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}
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}
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public void Undo()
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public void Undo()
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{
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{
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if (m_UndoRedo == null || Undoing || ParentGroup == null)
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return;
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lock (m_UndoRedo)
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lock (m_UndoRedo)
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{
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{
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if (Undoing || ParentGroup == null)
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return;
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Undoing = true;
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Undoing = true;
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m_UndoRedo.Undo(this);
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m_UndoRedo.Undo(this);
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Undoing = false;
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Undoing = false;
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@ -3682,11 +3686,11 @@ namespace OpenSim.Region.Framework.Scenes
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public void Redo()
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public void Redo()
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{
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{
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if (m_UndoRedo == null || Undoing || ParentGroup == null)
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return;
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lock (m_UndoRedo)
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lock (m_UndoRedo)
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{
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{
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if (Undoing || ParentGroup == null)
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return;
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Undoing = true;
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Undoing = true;
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m_UndoRedo.Redo(this);
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m_UndoRedo.Redo(this);
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Undoing = false;
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Undoing = false;
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@ -3695,6 +3699,9 @@ namespace OpenSim.Region.Framework.Scenes
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public void ClearUndoState()
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public void ClearUndoState()
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{
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{
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if (m_UndoRedo == null || Undoing)
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return;
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lock (m_UndoRedo)
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lock (m_UndoRedo)
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{
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{
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m_UndoRedo.Clear();
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m_UndoRedo.Clear();
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@ -2487,14 +2487,25 @@ namespace OpenSim.Region.Physics.OdePlugin
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if (!childPrim && Body != IntPtr.Zero && !m_disabled)
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if (!childPrim && Body != IntPtr.Zero && !m_disabled)
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d.BodyEnable(Body);
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d.BodyEnable(Body);
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m_collisionCategories = CollisionCategories.Geom;
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if (m_isphantom && !m_isVolumeDetect)
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if (m_isphysical)
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{
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m_collisionCategories |= CollisionCategories.Body;
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m_collisionCategories = 0;
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if(m_isphysical)
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m_collisionFlags = CollisionCategories.Land;
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else
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m_collisionFlags = 0;
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}
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else
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{
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m_collisionCategories = CollisionCategories.Geom;
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if (m_isphysical)
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m_collisionCategories |= CollisionCategories.Body;
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m_collisionFlags = m_default_collisionFlags | CollisionCategories.Land;
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m_collisionFlags = m_default_collisionFlags | CollisionCategories.Land;
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if (m_collidesWater)
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if (m_collidesWater)
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m_collisionFlags |= CollisionCategories.Water;
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m_collisionFlags |= CollisionCategories.Water;
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}
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if (!childPrim)
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if (!childPrim)
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{
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{
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@ -128,6 +128,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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VolumeDtc,
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VolumeDtc,
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Physical,
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Physical,
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Phantom,
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Selected,
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Selected,
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disabled,
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disabled,
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building,
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building,
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