* Remove all use of asset.InvType, as outlined in mailing list discussion
* This is stage 1, the field will be removed from AssetType and the assets table if this change doesn't prove problematic0.6.0-stable
parent
8b6bd93d68
commit
de24380233
|
@ -157,31 +157,32 @@ namespace OpenSim.Framework
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
public LLUUID AddToInventory(LLUUID folderID, AssetBase asset)
|
// FIXME: Unused, pending possible cleanup for this whole class.
|
||||||
{
|
// public LLUUID AddToInventory(LLUUID folderID, AssetBase asset)
|
||||||
if (InventoryFolders.ContainsKey(folderID))
|
// {
|
||||||
{
|
// if (InventoryFolders.ContainsKey(folderID))
|
||||||
LLUUID NewItemID = LLUUID.Random();
|
// {
|
||||||
|
// LLUUID NewItemID = LLUUID.Random();
|
||||||
InventoryItem Item = new InventoryItem();
|
//
|
||||||
Item.FolderID = folderID;
|
// InventoryItem Item = new InventoryItem();
|
||||||
Item.OwnerID = AgentID;
|
// Item.FolderID = folderID;
|
||||||
Item.AssetID = asset.FullID;
|
// Item.OwnerID = AgentID;
|
||||||
Item.ItemID = NewItemID;
|
// Item.AssetID = asset.FullID;
|
||||||
Item.Type = asset.Type;
|
// Item.ItemID = NewItemID;
|
||||||
Item.Name = asset.Name;
|
// Item.Type = asset.Type;
|
||||||
Item.Description = asset.Description;
|
// Item.Name = asset.Name;
|
||||||
Item.InvType = asset.InvType;
|
// Item.Description = asset.Description;
|
||||||
InventoryItems.Add(Item.ItemID, Item);
|
// Item.InvType = asset.InvType;
|
||||||
InventoryFolder Folder = InventoryFolders[Item.FolderID];
|
// InventoryItems.Add(Item.ItemID, Item);
|
||||||
Folder.Items.Add(Item);
|
// InventoryFolder Folder = InventoryFolders[Item.FolderID];
|
||||||
return (Item.ItemID);
|
// Folder.Items.Add(Item);
|
||||||
}
|
// return (Item.ItemID);
|
||||||
else
|
// }
|
||||||
{
|
// else
|
||||||
return (null);
|
// {
|
||||||
}
|
// return (null);
|
||||||
}
|
// }
|
||||||
|
// }
|
||||||
|
|
||||||
public bool DeleteFromInventory(LLUUID itemID)
|
public bool DeleteFromInventory(LLUUID itemID)
|
||||||
{
|
{
|
||||||
|
|
|
@ -42,7 +42,6 @@ namespace OpenSim.Framework
|
||||||
Data = a.Data;
|
Data = a.Data;
|
||||||
FullID = a.FullID;
|
FullID = a.FullID;
|
||||||
Type = a.Type;
|
Type = a.Type;
|
||||||
InvType = a.InvType;
|
|
||||||
Name = a.Name;
|
Name = a.Name;
|
||||||
Description = a.Description;
|
Description = a.Description;
|
||||||
InternData();
|
InternData();
|
||||||
|
|
|
@ -137,13 +137,11 @@ namespace OpenSim.Framework.AssetLoader.Filesystem
|
||||||
string assetIdStr = source.Configs[i].GetString("assetID", LLUUID.Random().ToString());
|
string assetIdStr = source.Configs[i].GetString("assetID", LLUUID.Random().ToString());
|
||||||
string name = source.Configs[i].GetString("name", String.Empty);
|
string name = source.Configs[i].GetString("name", String.Empty);
|
||||||
sbyte type = (sbyte) source.Configs[i].GetInt("assetType", 0);
|
sbyte type = (sbyte) source.Configs[i].GetInt("assetType", 0);
|
||||||
sbyte invType = (sbyte) source.Configs[i].GetInt("inventoryType", 0);
|
|
||||||
string assetPath = Path.Combine(dir, source.Configs[i].GetString("fileName", String.Empty));
|
string assetPath = Path.Combine(dir, source.Configs[i].GetString("fileName", String.Empty));
|
||||||
|
|
||||||
AssetBase newAsset = CreateAsset(assetIdStr, name, assetPath, false);
|
AssetBase newAsset = CreateAsset(assetIdStr, name, assetPath, false);
|
||||||
|
|
||||||
newAsset.Type = type;
|
newAsset.Type = type;
|
||||||
newAsset.InvType = invType;
|
|
||||||
assets.Add(newAsset);
|
assets.Add(newAsset);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -96,7 +96,6 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
|
||||||
xtw.WriteElementString("name", asset.Name);
|
xtw.WriteElementString("name", asset.Name);
|
||||||
xtw.WriteElementString("description", asset.Description);
|
xtw.WriteElementString("description", asset.Description);
|
||||||
xtw.WriteElementString("asset-type", asset.Type.ToString());
|
xtw.WriteElementString("asset-type", asset.Type.ToString());
|
||||||
xtw.WriteElementString("inventory-type", asset.InvType.ToString());
|
|
||||||
|
|
||||||
xtw.WriteEndElement();
|
xtw.WriteEndElement();
|
||||||
}
|
}
|
||||||
|
|
|
@ -109,7 +109,6 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
|
||||||
metadata.Name = reader.ReadElementString("name");
|
metadata.Name = reader.ReadElementString("name");
|
||||||
metadata.Description = reader.ReadElementString("description");
|
metadata.Description = reader.ReadElementString("description");
|
||||||
metadata.AssetType = Convert.ToSByte(reader.ReadElementString("asset-type"));
|
metadata.AssetType = Convert.ToSByte(reader.ReadElementString("asset-type"));
|
||||||
metadata.AssetType = Convert.ToSByte(reader.ReadElementString("inventory-type"));
|
|
||||||
|
|
||||||
m_metadata[filename] = metadata;
|
m_metadata[filename] = metadata;
|
||||||
|
|
||||||
|
@ -161,7 +160,6 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
|
||||||
AssetBase asset = new AssetBase(new LLUUID(filename), metadata.Name);
|
AssetBase asset = new AssetBase(new LLUUID(filename), metadata.Name);
|
||||||
asset.Description = metadata.Description;
|
asset.Description = metadata.Description;
|
||||||
asset.Type = metadata.AssetType;
|
asset.Type = metadata.AssetType;
|
||||||
asset.InvType = metadata.InventoryType;
|
|
||||||
asset.Data = data;
|
asset.Data = data;
|
||||||
|
|
||||||
m_cache.AddAsset(asset);
|
m_cache.AddAsset(asset);
|
||||||
|
@ -182,7 +180,6 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
|
||||||
public string Name;
|
public string Name;
|
||||||
public string Description;
|
public string Description;
|
||||||
public sbyte AssetType;
|
public sbyte AssetType;
|
||||||
public sbyte InventoryType;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -433,7 +433,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||||
SceneObjectGroup group = (SceneObjectGroup)obj;
|
SceneObjectGroup group = (SceneObjectGroup)obj;
|
||||||
group.DetachToInventoryPrep();
|
group.DetachToInventoryPrep();
|
||||||
m_log.Debug("[DETACH]: Saving attachpoint: " + ((uint)group.GetAttachmentPoint()).ToString());
|
m_log.Debug("[DETACH]: Saving attachpoint: " + ((uint)group.GetAttachmentPoint()).ToString());
|
||||||
m_parentScene.updateKnownAsset(remoteClient, group, group.GetFromAssetID(),group.OwnerID);
|
m_parentScene.updateKnownAsset(remoteClient, group, group.GetFromAssetID(), group.OwnerID);
|
||||||
m_parentScene.DeleteSceneObject(group);
|
m_parentScene.DeleteSceneObject(group);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -164,8 +164,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||||
if (item != null)
|
if (item != null)
|
||||||
{
|
{
|
||||||
AssetBase asset =
|
AssetBase asset =
|
||||||
CreateAsset(item.Name, item.Description, (sbyte) item.InvType,
|
CreateAsset(item.Name, item.Description, (sbyte)item.AssetType, data);
|
||||||
(sbyte) item.AssetType, data);
|
|
||||||
AssetCache.AddAsset(asset);
|
AssetCache.AddAsset(asset);
|
||||||
|
|
||||||
item.AssetID = asset.FullID;
|
item.AssetID = asset.FullID;
|
||||||
|
@ -241,10 +240,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Create new asset
|
AssetBase asset = CreateAsset(item.Name, item.Description, (sbyte)AssetType.LSLText, data);
|
||||||
// XXX Hardcoding the numbers is a temporary measure - need an enumeration for this
|
|
||||||
// There may well be one in libsecondlife
|
|
||||||
AssetBase asset = CreateAsset(item.Name, item.Description, 10, 10, data);
|
|
||||||
AssetCache.AddAsset(asset);
|
AssetCache.AddAsset(asset);
|
||||||
|
|
||||||
// Update item with new asset
|
// Update item with new asset
|
||||||
|
@ -521,12 +517,14 @@ namespace OpenSim.Region.Environment.Scenes
|
||||||
if (remoteClient.AgentId == oldAgentID)
|
if (remoteClient.AgentId == oldAgentID)
|
||||||
{
|
{
|
||||||
CreateNewInventoryItem(
|
CreateNewInventoryItem(
|
||||||
remoteClient, newFolderID, callbackID, asset, item.BasePermissions, item.CurrentPermissions, item.EveryOnePermissions, item.NextPermissions);
|
remoteClient, newFolderID, callbackID, asset, (sbyte)item.InvType,
|
||||||
|
item.BasePermissions, item.CurrentPermissions, item.EveryOnePermissions, item.NextPermissions);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
CreateNewInventoryItem(
|
CreateNewInventoryItem(
|
||||||
remoteClient, newFolderID, callbackID, asset, item.NextPermissions, item.NextPermissions, item.EveryOnePermissions & item.NextPermissions, item.NextPermissions);
|
remoteClient, newFolderID, callbackID, asset, (sbyte)item.InvType,
|
||||||
|
item.NextPermissions, item.NextPermissions, item.EveryOnePermissions & item.NextPermissions, item.NextPermissions);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
|
@ -537,15 +535,24 @@ namespace OpenSim.Region.Environment.Scenes
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private AssetBase CreateAsset(string name, string description, sbyte invType, sbyte assetType, byte[] data)
|
/// <summary>
|
||||||
|
/// Create a new asset data structure.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="name"></param>
|
||||||
|
/// <param name="description"></param>
|
||||||
|
/// <param name="invType"></param>
|
||||||
|
/// <param name="assetType"></param>
|
||||||
|
/// <param name="data"></param>
|
||||||
|
/// <returns></returns>
|
||||||
|
private AssetBase CreateAsset(string name, string description, sbyte assetType, byte[] data)
|
||||||
{
|
{
|
||||||
AssetBase asset = new AssetBase();
|
AssetBase asset = new AssetBase();
|
||||||
asset.Name = name;
|
asset.Name = name;
|
||||||
asset.Description = description;
|
asset.Description = description;
|
||||||
asset.InvType = invType;
|
|
||||||
asset.Type = assetType;
|
asset.Type = assetType;
|
||||||
asset.FullID = LLUUID.Random();
|
asset.FullID = LLUUID.Random();
|
||||||
asset.Data = (data == null) ? new byte[1] : data;
|
asset.Data = (data == null) ? new byte[1] : data;
|
||||||
|
|
||||||
return asset;
|
return asset;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -603,10 +610,21 @@ namespace OpenSim.Region.Environment.Scenes
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Create a new inventory item.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="remoteClient"></param>
|
||||||
|
/// <param name="folderID"></param>
|
||||||
|
/// <param name="callbackID"></param>
|
||||||
|
/// <param name="asset"></param>
|
||||||
|
/// <param name="invType"></param>
|
||||||
|
/// <param name="nextOwnerMask"></param>
|
||||||
private void CreateNewInventoryItem(IClientAPI remoteClient, LLUUID folderID, uint callbackID,
|
private void CreateNewInventoryItem(IClientAPI remoteClient, LLUUID folderID, uint callbackID,
|
||||||
AssetBase asset, uint nextOwnerMask)
|
AssetBase asset, sbyte invType, uint nextOwnerMask)
|
||||||
{
|
{
|
||||||
CreateNewInventoryItem(remoteClient, folderID, callbackID, asset, (uint)PermissionMask.All, (uint)PermissionMask.All, 0, nextOwnerMask);
|
CreateNewInventoryItem(
|
||||||
|
remoteClient, folderID, callbackID, asset, invType,
|
||||||
|
(uint)PermissionMask.All, (uint)PermissionMask.All, 0, nextOwnerMask);
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
@ -616,9 +634,11 @@ namespace OpenSim.Region.Environment.Scenes
|
||||||
/// <param name="folderID"></param>
|
/// <param name="folderID"></param>
|
||||||
/// <param name="callbackID"></param>
|
/// <param name="callbackID"></param>
|
||||||
/// <param name="asset"></param>
|
/// <param name="asset"></param>
|
||||||
|
/// <param name="invType"></param>
|
||||||
/// <param name="nextOwnerMask"></param>
|
/// <param name="nextOwnerMask"></param>
|
||||||
private void CreateNewInventoryItem(IClientAPI remoteClient, LLUUID folderID, uint callbackID,
|
private void CreateNewInventoryItem(
|
||||||
AssetBase asset, uint baseMask, uint currentMask, uint everyoneMask, uint nextOwnerMask)
|
IClientAPI remoteClient, LLUUID folderID, uint callbackID, AssetBase asset, sbyte invType,
|
||||||
|
uint baseMask, uint currentMask, uint everyoneMask, uint nextOwnerMask)
|
||||||
{
|
{
|
||||||
CachedUserInfo userInfo
|
CachedUserInfo userInfo
|
||||||
= CommsManager.UserProfileCacheService.GetUserDetails(remoteClient.AgentId);
|
= CommsManager.UserProfileCacheService.GetUserDetails(remoteClient.AgentId);
|
||||||
|
@ -633,7 +653,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||||
item.Description = asset.Description;
|
item.Description = asset.Description;
|
||||||
item.Name = asset.Name;
|
item.Name = asset.Name;
|
||||||
item.AssetType = asset.Type;
|
item.AssetType = asset.Type;
|
||||||
item.InvType = asset.InvType;
|
item.InvType = invType;
|
||||||
item.Folder = folderID;
|
item.Folder = folderID;
|
||||||
item.CurrentPermissions = currentMask;
|
item.CurrentPermissions = currentMask;
|
||||||
item.NextPermissions = nextOwnerMask;
|
item.NextPermissions = nextOwnerMask;
|
||||||
|
@ -692,10 +712,10 @@ namespace OpenSim.Region.Environment.Scenes
|
||||||
data=Encoding.ASCII.GetBytes(strdata);
|
data=Encoding.ASCII.GetBytes(strdata);
|
||||||
}
|
}
|
||||||
|
|
||||||
AssetBase asset = CreateAsset(name, description, invType, assetType, data);
|
AssetBase asset = CreateAsset(name, description, assetType, data);
|
||||||
AssetCache.AddAsset(asset);
|
AssetCache.AddAsset(asset);
|
||||||
|
|
||||||
CreateNewInventoryItem(remoteClient, folderID, callbackID, asset, nextOwnerMask);
|
CreateNewInventoryItem(remoteClient, folderID, callbackID, asset, invType, nextOwnerMask);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
@ -926,8 +946,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||||
public void UpdateTaskInventory(IClientAPI remoteClient, LLUUID transactionID, TaskInventoryItem itemInfo,
|
public void UpdateTaskInventory(IClientAPI remoteClient, LLUUID transactionID, TaskInventoryItem itemInfo,
|
||||||
uint primLocalID)
|
uint primLocalID)
|
||||||
{
|
{
|
||||||
LLUUID itemID=itemInfo.ItemID;
|
LLUUID itemID = itemInfo.ItemID;
|
||||||
LLUUID folderID=itemInfo.ParentID;
|
|
||||||
|
|
||||||
// Find the prim we're dealing with
|
// Find the prim we're dealing with
|
||||||
SceneObjectPart part = GetSceneObjectPart(primLocalID);
|
SceneObjectPart part = GetSceneObjectPart(primLocalID);
|
||||||
|
@ -1057,7 +1076,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||||
if (part == null)
|
if (part == null)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.InvType, (sbyte)itemBase.AssetType, Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n}"));
|
AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType, Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n}"));
|
||||||
AssetCache.AddAsset(asset);
|
AssetCache.AddAsset(asset);
|
||||||
|
|
||||||
TaskInventoryItem taskItem=new TaskInventoryItem();
|
TaskInventoryItem taskItem=new TaskInventoryItem();
|
||||||
|
@ -1084,6 +1103,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||||
|
|
||||||
part.AddInventoryItem(taskItem);
|
part.AddInventoryItem(taskItem);
|
||||||
part.GetProperties(remoteClient);
|
part.GetProperties(remoteClient);
|
||||||
|
|
||||||
if (ExternalChecks.ExternalChecksCanRunScript(taskItem.AssetID, part.UUID, remoteClient.AgentId))
|
if (ExternalChecks.ExternalChecksCanRunScript(taskItem.AssetID, part.UUID, remoteClient.AgentId))
|
||||||
{
|
{
|
||||||
part.StartScript(taskItem);
|
part.StartScript(taskItem);
|
||||||
|
@ -1160,12 +1180,12 @@ namespace OpenSim.Region.Environment.Scenes
|
||||||
CommsManager.UserProfileCacheService.GetUserDetails(remoteClient.AgentId);
|
CommsManager.UserProfileCacheService.GetUserDetails(remoteClient.AgentId);
|
||||||
if (userInfo != null)
|
if (userInfo != null)
|
||||||
{
|
{
|
||||||
string searchFolder = "";
|
// string searchFolder = "";
|
||||||
|
|
||||||
if (DeRezPacket.AgentBlock.Destination == 6)
|
// if (DeRezPacket.AgentBlock.Destination == 6)
|
||||||
searchFolder = "Trash";
|
// searchFolder = "Trash";
|
||||||
else if (DeRezPacket.AgentBlock.Destination == 9)
|
// else if (DeRezPacket.AgentBlock.Destination == 9)
|
||||||
searchFolder = "Lost And Found";
|
// searchFolder = "Lost And Found";
|
||||||
|
|
||||||
// If we're deleting someone else's item, it goes back to their deleted items folder
|
// If we're deleting someone else's item, it goes back to their deleted items folder
|
||||||
// If we're returning someone's item, it goes back to the owner's Lost And Found folder.
|
// If we're returning someone's item, it goes back to the owner's Lost And Found folder.
|
||||||
|
@ -1196,8 +1216,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||||
AssetBase asset = CreateAsset(
|
AssetBase asset = CreateAsset(
|
||||||
((SceneObjectGroup) selectedEnt).GetPartName(selectedEnt.LocalId),
|
((SceneObjectGroup) selectedEnt).GetPartName(selectedEnt.LocalId),
|
||||||
((SceneObjectGroup) selectedEnt).GetPartDescription(selectedEnt.LocalId),
|
((SceneObjectGroup) selectedEnt).GetPartDescription(selectedEnt.LocalId),
|
||||||
(sbyte) InventoryType.Object,
|
(sbyte)AssetType.Object,
|
||||||
(sbyte) AssetType.Object,
|
|
||||||
Helpers.StringToField(sceneObjectXml));
|
Helpers.StringToField(sceneObjectXml));
|
||||||
AssetCache.AddAsset(asset);
|
AssetCache.AddAsset(asset);
|
||||||
|
|
||||||
|
@ -1214,7 +1233,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||||
item.Description = asset.Description;
|
item.Description = asset.Description;
|
||||||
item.Name = asset.Name;
|
item.Name = asset.Name;
|
||||||
item.AssetType = asset.Type;
|
item.AssetType = asset.Type;
|
||||||
item.InvType = asset.InvType;
|
item.InvType = (int)InventoryType.Object;
|
||||||
item.Folder = folderID;
|
item.Folder = folderID;
|
||||||
if ((remoteClient.AgentId != objectGroup.RootPart.OwnerID) && ExternalChecks.ExternalChecksPropagatePermissions())
|
if ((remoteClient.AgentId != objectGroup.RootPart.OwnerID) && ExternalChecks.ExternalChecksPropagatePermissions())
|
||||||
{
|
{
|
||||||
|
@ -1286,7 +1305,6 @@ namespace OpenSim.Region.Environment.Scenes
|
||||||
// search through folders to find the asset.
|
// search through folders to find the asset.
|
||||||
while (searchfolders.Count > 0)
|
while (searchfolders.Count > 0)
|
||||||
{
|
{
|
||||||
|
|
||||||
InventoryFolderImpl fld = searchfolders.Dequeue();
|
InventoryFolderImpl fld = searchfolders.Dequeue();
|
||||||
lock (fld)
|
lock (fld)
|
||||||
{
|
{
|
||||||
|
@ -1308,10 +1326,10 @@ namespace OpenSim.Region.Environment.Scenes
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
AssetBase asset = CreateAsset(
|
AssetBase asset = CreateAsset(
|
||||||
objectGroup.GetPartName(objectGroup.LocalId),
|
objectGroup.GetPartName(objectGroup.LocalId),
|
||||||
objectGroup.GetPartDescription(objectGroup.LocalId),
|
objectGroup.GetPartDescription(objectGroup.LocalId),
|
||||||
(sbyte)InventoryType.Object,
|
|
||||||
(sbyte)AssetType.Object,
|
(sbyte)AssetType.Object,
|
||||||
Helpers.StringToField(sceneObjectXml));
|
Helpers.StringToField(sceneObjectXml));
|
||||||
AssetCache.AddAsset(asset);
|
AssetCache.AddAsset(asset);
|
||||||
|
@ -1324,7 +1342,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||||
item.Description = asset.Description;
|
item.Description = asset.Description;
|
||||||
item.Name = asset.Name;
|
item.Name = asset.Name;
|
||||||
item.AssetType = asset.Type;
|
item.AssetType = asset.Type;
|
||||||
item.InvType = asset.InvType;
|
item.InvType = (int)InventoryType.Object;
|
||||||
|
|
||||||
// Sticking it in root folder for now.. objects folder later?
|
// Sticking it in root folder for now.. objects folder later?
|
||||||
|
|
||||||
|
@ -1369,7 +1387,6 @@ namespace OpenSim.Region.Environment.Scenes
|
||||||
AssetBase asset = CreateAsset(
|
AssetBase asset = CreateAsset(
|
||||||
objectGroup.GetPartName(objectGroup.LocalId),
|
objectGroup.GetPartName(objectGroup.LocalId),
|
||||||
objectGroup.GetPartDescription(objectGroup.LocalId),
|
objectGroup.GetPartDescription(objectGroup.LocalId),
|
||||||
(sbyte)InventoryType.Object,
|
|
||||||
(sbyte)AssetType.Object,
|
(sbyte)AssetType.Object,
|
||||||
Helpers.StringToField(sceneObjectXml));
|
Helpers.StringToField(sceneObjectXml));
|
||||||
AssetCache.AddAsset(asset);
|
AssetCache.AddAsset(asset);
|
||||||
|
@ -1382,7 +1399,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||||
item.Description = asset.Description;
|
item.Description = asset.Description;
|
||||||
item.Name = asset.Name;
|
item.Name = asset.Name;
|
||||||
item.AssetType = asset.Type;
|
item.AssetType = asset.Type;
|
||||||
item.InvType = asset.InvType;
|
item.InvType = (int)InventoryType.Object;
|
||||||
|
|
||||||
// Sticking it in root folder for now.. objects folder later?
|
// Sticking it in root folder for now.. objects folder later?
|
||||||
|
|
||||||
|
@ -1748,7 +1765,6 @@ namespace OpenSim.Region.Environment.Scenes
|
||||||
AssetBase asset = CreateAsset(
|
AssetBase asset = CreateAsset(
|
||||||
returnobjects[i].GetPartName(returnobjects[i].LocalId),
|
returnobjects[i].GetPartName(returnobjects[i].LocalId),
|
||||||
returnobjects[i].GetPartDescription(returnobjects[i].LocalId),
|
returnobjects[i].GetPartDescription(returnobjects[i].LocalId),
|
||||||
(sbyte)InventoryType.Object,
|
|
||||||
(sbyte)AssetType.Object,
|
(sbyte)AssetType.Object,
|
||||||
Helpers.StringToField(sceneObjectXml));
|
Helpers.StringToField(sceneObjectXml));
|
||||||
AssetCache.AddAsset(asset);
|
AssetCache.AddAsset(asset);
|
||||||
|
@ -1761,8 +1777,9 @@ namespace OpenSim.Region.Environment.Scenes
|
||||||
item.Description = asset.Description;
|
item.Description = asset.Description;
|
||||||
item.Name = asset.Name;
|
item.Name = asset.Name;
|
||||||
item.AssetType = asset.Type;
|
item.AssetType = asset.Type;
|
||||||
item.InvType = asset.InvType;
|
item.InvType = (int)InventoryType.Object;
|
||||||
item.Folder = folderID;
|
item.Folder = folderID;
|
||||||
|
|
||||||
if ((AgentId != returnobjects[i].RootPart.OwnerID) && ExternalChecks.ExternalChecksPropagatePermissions())
|
if ((AgentId != returnobjects[i].RootPart.OwnerID) && ExternalChecks.ExternalChecksPropagatePermissions())
|
||||||
{
|
{
|
||||||
uint perms = returnobjects[i].GetEffectivePermissions();
|
uint perms = returnobjects[i].GetEffectivePermissions();
|
||||||
|
|
|
@ -2696,7 +2696,7 @@ namespace OpenSim.Region.ScriptEngine.Common
|
||||||
public void llGiveInventory(string destination, string inventory)
|
public void llGiveInventory(string destination, string inventory)
|
||||||
{
|
{
|
||||||
m_host.AddScriptLPS(1);
|
m_host.AddScriptLPS(1);
|
||||||
NotImplemented("llGiveInventory");
|
NotImplemented("llGiveInventory not yet oh no!");
|
||||||
}
|
}
|
||||||
|
|
||||||
public void llRemoveInventory(string item)
|
public void llRemoveInventory(string item)
|
||||||
|
|
Loading…
Reference in New Issue