Merge branch 'master' into careminster-presence-refactor

avinationmerge
Melanie 2011-04-18 21:04:09 +01:00
commit ccf63a9c63
3 changed files with 56 additions and 17 deletions

View File

@ -75,6 +75,9 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
if (name == Name)
{
m_Enabled = true;
InitialiseCommon(source);
m_log.InfoFormat("[HG INVENTORY ACCESS MODULE]: {0} enabled.", Name);
IConfig thisModuleConfig = source.Configs["HGInventoryAccessModule"];

View File

@ -65,6 +65,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
}
}
public bool CoalesceMultipleObjectsToInventory { get; set; }
#region INonSharedRegionModule
@ -87,11 +88,29 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
if (name == Name)
{
m_Enabled = true;
InitialiseCommon(source);
m_log.InfoFormat("[INVENTORY ACCESS MODULE]: {0} enabled.", Name);
}
}
}
/// <summary>
/// Common module config for both this and descendant classes.
/// </summary>
/// <param name="source"></param>
protected virtual void InitialiseCommon(IConfigSource source)
{
IConfig inventoryConfig = source.Configs["Inventory"];
if (inventoryConfig != null)
CoalesceMultipleObjectsToInventory
= inventoryConfig.GetBoolean("CoalesceMultipleObjectsToInventory", true);
else
CoalesceMultipleObjectsToInventory = true;
}
public virtual void PostInitialise()
{
}
@ -206,14 +225,13 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
public virtual UUID DeleteToInventory(DeRezAction action, UUID folderID,
List<SceneObjectGroup> objectGroups, IClientAPI remoteClient)
{
UUID ret = UUID.Zero;
Dictionary<UUID, List<SceneObjectGroup>> deletes = new Dictionary<UUID, List<SceneObjectGroup>>();
if (CoalesceMultipleObjectsToInventory)
{
// The following code groups the SOG's by owner. No objects
// belonging to different people can be coalesced, for obvious
// reasons.
Dictionary<UUID, List<SceneObjectGroup>> deletes =
new Dictionary<UUID, List<SceneObjectGroup>>();
foreach (SceneObjectGroup g in objectGroups)
{
if (!deletes.ContainsKey(g.OwnerID))
@ -221,6 +239,17 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
deletes[g.OwnerID].Add(g);
}
}
else
{
// If we don't want to coalesce then put every object in its own bundle.
foreach (SceneObjectGroup g in objectGroups)
{
List<SceneObjectGroup> bundle = new List<SceneObjectGroup>();
bundle.Add(g);
deletes[g.UUID] = bundle;
}
}
// This is pethod scoped and will be returned. It will be the
// last created asset id
@ -240,9 +269,9 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
? 250
: objectGroup.AbsolutePosition.X)
,
(objectGroup.AbsolutePosition.X > (int)Constants.RegionSize)
(objectGroup.AbsolutePosition.Y > (int)Constants.RegionSize)
? 250
: objectGroup.AbsolutePosition.X,
: objectGroup.AbsolutePosition.Y,
objectGroup.AbsolutePosition.Z);
Vector3 originalPosition = objectGroup.AbsolutePosition;

View File

@ -453,6 +453,13 @@
; ForwardOfflineGroupMessages = true
[Inventory]
; Control whether multiple objects sent to inventory should be coaleseced into a single item
; There are still some issues with coalescence, including the fact that rotation is not restored
; and some assets may be missing from archive files.
CoalesceMultipleObjectsToInventory = true
[ODEPhysicsSettings]
;##
;## World Settings