BuySell: a few changes on sell copy
parent
7fcb3fdf11
commit
d31854ee3c
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@ -112,17 +112,17 @@ namespace OpenSim.Region.CoreModules.World.Objects.BuySell
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public bool BuyObject(IClientAPI remoteClient, UUID categoryID, uint localID, byte saleType, int salePrice)
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{
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SceneObjectPart part = m_scene.GetSceneObjectPart(localID);
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SceneObjectPart rootpart = m_scene.GetSceneObjectPart(localID);
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if (part == null)
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if (rootpart == null)
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return false;
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SceneObjectGroup group = part.ParentGroup;
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SceneObjectGroup group = rootpart.ParentGroup;
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if(group == null || group.IsDeleted || group.inTransit)
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return false;
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// make sure we are not buying a child part
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part = group.RootPart;
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rootpart = group.RootPart;
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switch (saleType)
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{
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@ -149,15 +149,15 @@ namespace OpenSim.Region.CoreModules.World.Objects.BuySell
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group.InvalidateDeepEffectivePerms();
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}
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part.ObjectSaleType = 0;
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part.SalePrice = 10;
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part.ClickAction = Convert.ToByte(0);
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rootpart.ObjectSaleType = 0;
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rootpart.SalePrice = 10;
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rootpart.ClickAction = Convert.ToByte(0);
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group.HasGroupChanged = true;
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part.SendPropertiesToClient(remoteClient);
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part.TriggerScriptChangedEvent(Changed.OWNER);
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rootpart.SendPropertiesToClient(remoteClient);
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rootpart.TriggerScriptChangedEvent(Changed.OWNER);
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group.ResumeScripts();
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part.ScheduleFullUpdate();
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rootpart.ScheduleFullUpdate();
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break;
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@ -180,23 +180,25 @@ namespace OpenSim.Region.CoreModules.World.Objects.BuySell
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string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(group);
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string name = rootpart.Name;
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string desc = rootpart.Description;
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AssetBase asset = m_scene.CreateAsset(
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group.GetPartName(localID),
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group.GetPartDescription(localID),
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name, desc,
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(sbyte)AssetType.Object,
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Utils.StringToBytes(sceneObjectXml),
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group.OwnerID);
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rootpart.CreatorID);
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m_scene.AssetService.Store(asset);
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InventoryItemBase item = new InventoryItemBase();
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item.CreatorId = part.CreatorID.ToString();
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item.CreatorData = part.CreatorData;
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item.CreatorId = rootpart.CreatorID.ToString();
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item.CreatorData = rootpart.CreatorData;
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item.ID = UUID.Random();
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item.Owner = remoteClient.AgentId;
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item.AssetID = asset.FullID;
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item.Description = asset.Description;
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item.Name = asset.Name;
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item.Description = desc;
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item.Name = name;
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item.AssetType = asset.Type;
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item.InvType = (int)InventoryType.Object;
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item.Folder = categoryID;
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@ -205,15 +207,15 @@ namespace OpenSim.Region.CoreModules.World.Objects.BuySell
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// apply parts inventory next perms
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PermissionsUtil.ApplyNoModFoldedPermissions(perms, ref perms);
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// change to next owner perms
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perms &= part.NextOwnerMask;
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perms &= rootpart.NextOwnerMask;
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// update folded
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perms = PermissionsUtil.FixAndFoldPermissions(perms);
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item.BasePermissions = perms;
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item.CurrentPermissions = perms;
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item.NextPermissions = part.NextOwnerMask & perms;
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item.EveryOnePermissions = part.EveryoneMask & perms;
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item.GroupPermissions = part.GroupMask & perms;
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item.NextPermissions = rootpart.NextOwnerMask & perms;
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item.EveryOnePermissions = rootpart.EveryoneMask & perms;
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item.GroupPermissions = rootpart.GroupMask & perms;
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item.Flags |= (uint)InventoryItemFlags.ObjectSlamPerm;
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item.CreationDate = Util.UnixTimeSinceEpoch();
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@ -231,13 +233,13 @@ namespace OpenSim.Region.CoreModules.World.Objects.BuySell
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break;
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case 3: // Sell contents
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List<UUID> invList = part.Inventory.GetInventoryList();
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List<UUID> invList = rootpart.Inventory.GetInventoryList();
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bool okToSell = true;
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foreach (UUID invID in invList)
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{
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TaskInventoryItem item1 = part.Inventory.GetInventoryItem(invID);
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TaskInventoryItem item1 = rootpart.Inventory.GetInventoryItem(invID);
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if ((item1.CurrentPermissions &
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(uint)PermissionMask.Transfer) == 0)
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{
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@ -255,7 +257,7 @@ namespace OpenSim.Region.CoreModules.World.Objects.BuySell
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}
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if (invList.Count > 0)
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m_scene.MoveTaskInventoryItems(remoteClient.AgentId, part.Name, part, invList);
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m_scene.MoveTaskInventoryItems(remoteClient.AgentId, rootpart.Name, rootpart, invList);
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break;
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}
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