* 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
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@ -157,31 +157,32 @@ namespace OpenSim.Framework
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return true;
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return true;
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}
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}
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public LLUUID AddToInventory(LLUUID folderID, AssetBase asset)
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// FIXME: Unused, pending possible cleanup for this whole class.
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{
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// public LLUUID AddToInventory(LLUUID folderID, AssetBase asset)
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if (InventoryFolders.ContainsKey(folderID))
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// {
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{
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// if (InventoryFolders.ContainsKey(folderID))
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LLUUID NewItemID = LLUUID.Random();
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// {
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// LLUUID NewItemID = LLUUID.Random();
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InventoryItem Item = new InventoryItem();
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//
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Item.FolderID = folderID;
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// InventoryItem Item = new InventoryItem();
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Item.OwnerID = AgentID;
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// Item.FolderID = folderID;
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Item.AssetID = asset.FullID;
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// Item.OwnerID = AgentID;
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Item.ItemID = NewItemID;
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// Item.AssetID = asset.FullID;
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Item.Type = asset.Type;
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// Item.ItemID = NewItemID;
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Item.Name = asset.Name;
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// Item.Type = asset.Type;
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Item.Description = asset.Description;
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// Item.Name = asset.Name;
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Item.InvType = asset.InvType;
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// Item.Description = asset.Description;
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InventoryItems.Add(Item.ItemID, Item);
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// Item.InvType = asset.InvType;
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InventoryFolder Folder = InventoryFolders[Item.FolderID];
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// InventoryItems.Add(Item.ItemID, Item);
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Folder.Items.Add(Item);
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// InventoryFolder Folder = InventoryFolders[Item.FolderID];
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return (Item.ItemID);
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// Folder.Items.Add(Item);
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}
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// return (Item.ItemID);
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else
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// }
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{
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// else
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return (null);
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// {
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}
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// return (null);
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}
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// }
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// }
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public bool DeleteFromInventory(LLUUID itemID)
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public bool DeleteFromInventory(LLUUID itemID)
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{
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{
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@ -252,4 +253,4 @@ namespace OpenSim.Framework
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return result;
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return result;
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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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@ -106,4 +106,4 @@ namespace OpenSim.Framework
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set { _temporary = value; }
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set { _temporary = value; }
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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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@ -42,7 +42,6 @@ namespace OpenSim.Framework
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Data = a.Data;
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Data = a.Data;
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FullID = a.FullID;
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FullID = a.FullID;
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Type = a.Type;
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Type = a.Type;
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InvType = a.InvType;
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Name = a.Name;
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Name = a.Name;
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Description = a.Description;
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Description = a.Description;
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InternData();
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InternData();
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@ -58,4 +57,4 @@ namespace OpenSim.Framework
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ulong.TryParse(parts[3].Substring(14, parts[3].Length - 14), out RegionHandle);
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ulong.TryParse(parts[3].Substring(14, parts[3].Length - 14), out RegionHandle);
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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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@ -137,13 +137,11 @@ namespace OpenSim.Framework.AssetLoader.Filesystem
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string assetIdStr = source.Configs[i].GetString("assetID", LLUUID.Random().ToString());
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string assetIdStr = source.Configs[i].GetString("assetID", LLUUID.Random().ToString());
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string name = source.Configs[i].GetString("name", String.Empty);
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string name = source.Configs[i].GetString("name", String.Empty);
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sbyte type = (sbyte) source.Configs[i].GetInt("assetType", 0);
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sbyte type = (sbyte) source.Configs[i].GetInt("assetType", 0);
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sbyte invType = (sbyte) source.Configs[i].GetInt("inventoryType", 0);
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string assetPath = Path.Combine(dir, source.Configs[i].GetString("fileName", String.Empty));
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string assetPath = Path.Combine(dir, source.Configs[i].GetString("fileName", String.Empty));
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AssetBase newAsset = CreateAsset(assetIdStr, name, assetPath, false);
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AssetBase newAsset = CreateAsset(assetIdStr, name, assetPath, false);
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newAsset.Type = type;
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newAsset.Type = type;
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newAsset.InvType = invType;
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assets.Add(newAsset);
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assets.Add(newAsset);
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}
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}
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}
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}
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@ -96,7 +96,6 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
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xtw.WriteElementString("name", asset.Name);
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xtw.WriteElementString("name", asset.Name);
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xtw.WriteElementString("description", asset.Description);
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xtw.WriteElementString("description", asset.Description);
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xtw.WriteElementString("asset-type", asset.Type.ToString());
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xtw.WriteElementString("asset-type", asset.Type.ToString());
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xtw.WriteElementString("inventory-type", asset.InvType.ToString());
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xtw.WriteEndElement();
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xtw.WriteEndElement();
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}
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}
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@ -109,7 +109,6 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
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metadata.Name = reader.ReadElementString("name");
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metadata.Name = reader.ReadElementString("name");
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metadata.Description = reader.ReadElementString("description");
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metadata.Description = reader.ReadElementString("description");
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metadata.AssetType = Convert.ToSByte(reader.ReadElementString("asset-type"));
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metadata.AssetType = Convert.ToSByte(reader.ReadElementString("asset-type"));
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metadata.AssetType = Convert.ToSByte(reader.ReadElementString("inventory-type"));
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m_metadata[filename] = metadata;
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m_metadata[filename] = metadata;
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@ -161,7 +160,6 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
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AssetBase asset = new AssetBase(new LLUUID(filename), metadata.Name);
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AssetBase asset = new AssetBase(new LLUUID(filename), metadata.Name);
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asset.Description = metadata.Description;
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asset.Description = metadata.Description;
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asset.Type = metadata.AssetType;
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asset.Type = metadata.AssetType;
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asset.InvType = metadata.InventoryType;
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asset.Data = data;
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asset.Data = data;
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m_cache.AddAsset(asset);
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m_cache.AddAsset(asset);
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@ -182,7 +180,6 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
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public string Name;
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public string Name;
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public string Description;
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public string Description;
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public sbyte AssetType;
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public sbyte AssetType;
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public sbyte InventoryType;
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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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@ -433,7 +433,7 @@ namespace OpenSim.Region.Environment.Scenes
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SceneObjectGroup group = (SceneObjectGroup)obj;
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SceneObjectGroup group = (SceneObjectGroup)obj;
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group.DetachToInventoryPrep();
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group.DetachToInventoryPrep();
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m_log.Debug("[DETACH]: Saving attachpoint: " + ((uint)group.GetAttachmentPoint()).ToString());
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m_log.Debug("[DETACH]: Saving attachpoint: " + ((uint)group.GetAttachmentPoint()).ToString());
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m_parentScene.updateKnownAsset(remoteClient, group, group.GetFromAssetID(),group.OwnerID);
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m_parentScene.updateKnownAsset(remoteClient, group, group.GetFromAssetID(), group.OwnerID);
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m_parentScene.DeleteSceneObject(group);
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m_parentScene.DeleteSceneObject(group);
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}
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}
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}
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}
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@ -164,8 +164,7 @@ namespace OpenSim.Region.Environment.Scenes
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if (item != null)
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if (item != null)
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{
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{
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AssetBase asset =
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AssetBase asset =
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CreateAsset(item.Name, item.Description, (sbyte) item.InvType,
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CreateAsset(item.Name, item.Description, (sbyte)item.AssetType, data);
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(sbyte) item.AssetType, data);
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AssetCache.AddAsset(asset);
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AssetCache.AddAsset(asset);
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item.AssetID = asset.FullID;
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item.AssetID = asset.FullID;
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@ -241,10 +240,7 @@ namespace OpenSim.Region.Environment.Scenes
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return;
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return;
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}
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}
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// Create new asset
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AssetBase asset = CreateAsset(item.Name, item.Description, (sbyte)AssetType.LSLText, data);
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// XXX Hardcoding the numbers is a temporary measure - need an enumeration for this
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// There may well be one in libsecondlife
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AssetBase asset = CreateAsset(item.Name, item.Description, 10, 10, data);
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AssetCache.AddAsset(asset);
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AssetCache.AddAsset(asset);
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// Update item with new asset
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// Update item with new asset
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@ -521,12 +517,14 @@ namespace OpenSim.Region.Environment.Scenes
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if (remoteClient.AgentId == oldAgentID)
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if (remoteClient.AgentId == oldAgentID)
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{
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{
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CreateNewInventoryItem(
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CreateNewInventoryItem(
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remoteClient, newFolderID, callbackID, asset, item.BasePermissions, item.CurrentPermissions, item.EveryOnePermissions, item.NextPermissions);
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remoteClient, newFolderID, callbackID, asset, (sbyte)item.InvType,
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item.BasePermissions, item.CurrentPermissions, item.EveryOnePermissions, item.NextPermissions);
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}
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}
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else
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else
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{
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{
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CreateNewInventoryItem(
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CreateNewInventoryItem(
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remoteClient, newFolderID, callbackID, asset, item.NextPermissions, item.NextPermissions, item.EveryOnePermissions & item.NextPermissions, item.NextPermissions);
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remoteClient, newFolderID, callbackID, asset, (sbyte)item.InvType,
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item.NextPermissions, item.NextPermissions, item.EveryOnePermissions & item.NextPermissions, item.NextPermissions);
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}
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}
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}
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}
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else
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else
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@ -537,15 +535,24 @@ namespace OpenSim.Region.Environment.Scenes
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}
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}
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}
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}
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private AssetBase CreateAsset(string name, string description, sbyte invType, sbyte assetType, byte[] data)
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/// <summary>
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/// Create a new asset data structure.
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/// </summary>
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/// <param name="name"></param>
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/// <param name="description"></param>
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/// <param name="invType"></param>
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/// <param name="assetType"></param>
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/// <param name="data"></param>
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/// <returns></returns>
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private AssetBase CreateAsset(string name, string description, sbyte assetType, byte[] data)
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{
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{
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AssetBase asset = new AssetBase();
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AssetBase asset = new AssetBase();
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asset.Name = name;
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asset.Name = name;
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asset.Description = description;
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asset.Description = description;
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asset.InvType = invType;
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asset.Type = assetType;
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asset.Type = assetType;
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asset.FullID = LLUUID.Random();
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asset.FullID = LLUUID.Random();
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asset.Data = (data == null) ? new byte[1] : data;
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asset.Data = (data == null) ? new byte[1] : data;
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return asset;
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return asset;
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}
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}
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@ -603,10 +610,21 @@ namespace OpenSim.Region.Environment.Scenes
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}
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}
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}
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}
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/// <summary>
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/// Create a new inventory item.
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/// </summary>
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/// <param name="remoteClient"></param>
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/// <param name="folderID"></param>
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/// <param name="callbackID"></param>
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/// <param name="asset"></param>
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/// <param name="invType"></param>
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/// <param name="nextOwnerMask"></param>
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private void CreateNewInventoryItem(IClientAPI remoteClient, LLUUID folderID, uint callbackID,
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private void CreateNewInventoryItem(IClientAPI remoteClient, LLUUID folderID, uint callbackID,
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AssetBase asset, uint nextOwnerMask)
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AssetBase asset, sbyte invType, uint nextOwnerMask)
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{
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{
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CreateNewInventoryItem(remoteClient, folderID, callbackID, asset, (uint)PermissionMask.All, (uint)PermissionMask.All, 0, nextOwnerMask);
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CreateNewInventoryItem(
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remoteClient, folderID, callbackID, asset, invType,
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(uint)PermissionMask.All, (uint)PermissionMask.All, 0, nextOwnerMask);
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}
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}
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/// <summary>
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/// <summary>
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@ -616,9 +634,11 @@ namespace OpenSim.Region.Environment.Scenes
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/// <param name="folderID"></param>
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/// <param name="folderID"></param>
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/// <param name="callbackID"></param>
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/// <param name="callbackID"></param>
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/// <param name="asset"></param>
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/// <param name="asset"></param>
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/// <param name="invType"></param>
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/// <param name="nextOwnerMask"></param>
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/// <param name="nextOwnerMask"></param>
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private void CreateNewInventoryItem(IClientAPI remoteClient, LLUUID folderID, uint callbackID,
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private void CreateNewInventoryItem(
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AssetBase asset, uint baseMask, uint currentMask, uint everyoneMask, uint nextOwnerMask)
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IClientAPI remoteClient, LLUUID folderID, uint callbackID, AssetBase asset, sbyte invType,
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uint baseMask, uint currentMask, uint everyoneMask, uint nextOwnerMask)
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{
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{
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CachedUserInfo userInfo
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CachedUserInfo userInfo
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= CommsManager.UserProfileCacheService.GetUserDetails(remoteClient.AgentId);
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= CommsManager.UserProfileCacheService.GetUserDetails(remoteClient.AgentId);
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@ -633,7 +653,7 @@ namespace OpenSim.Region.Environment.Scenes
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item.Description = asset.Description;
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item.Description = asset.Description;
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item.Name = asset.Name;
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item.Name = asset.Name;
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item.AssetType = asset.Type;
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item.AssetType = asset.Type;
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item.InvType = asset.InvType;
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item.InvType = invType;
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item.Folder = folderID;
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item.Folder = folderID;
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item.CurrentPermissions = currentMask;
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item.CurrentPermissions = currentMask;
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item.NextPermissions = nextOwnerMask;
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item.NextPermissions = nextOwnerMask;
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@ -692,10 +712,10 @@ namespace OpenSim.Region.Environment.Scenes
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data=Encoding.ASCII.GetBytes(strdata);
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data=Encoding.ASCII.GetBytes(strdata);
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}
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}
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AssetBase asset = CreateAsset(name, description, invType, assetType, data);
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AssetBase asset = CreateAsset(name, description, assetType, data);
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AssetCache.AddAsset(asset);
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AssetCache.AddAsset(asset);
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CreateNewInventoryItem(remoteClient, folderID, callbackID, asset, nextOwnerMask);
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CreateNewInventoryItem(remoteClient, folderID, callbackID, asset, invType, nextOwnerMask);
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}
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}
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else
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else
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{
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{
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@ -926,8 +946,7 @@ namespace OpenSim.Region.Environment.Scenes
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public void UpdateTaskInventory(IClientAPI remoteClient, LLUUID transactionID, TaskInventoryItem itemInfo,
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public void UpdateTaskInventory(IClientAPI remoteClient, LLUUID transactionID, TaskInventoryItem itemInfo,
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uint primLocalID)
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uint primLocalID)
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{
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{
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LLUUID itemID=itemInfo.ItemID;
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LLUUID itemID = itemInfo.ItemID;
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LLUUID folderID=itemInfo.ParentID;
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// Find the prim we're dealing with
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// Find the prim we're dealing with
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SceneObjectPart part = GetSceneObjectPart(primLocalID);
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SceneObjectPart part = GetSceneObjectPart(primLocalID);
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@ -1057,7 +1076,7 @@ namespace OpenSim.Region.Environment.Scenes
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if (part == null)
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if (part == null)
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return;
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return;
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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}"));
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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}"));
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AssetCache.AddAsset(asset);
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AssetCache.AddAsset(asset);
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TaskInventoryItem taskItem=new TaskInventoryItem();
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TaskInventoryItem taskItem=new TaskInventoryItem();
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@ -1084,6 +1103,7 @@ namespace OpenSim.Region.Environment.Scenes
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part.AddInventoryItem(taskItem);
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part.AddInventoryItem(taskItem);
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part.GetProperties(remoteClient);
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part.GetProperties(remoteClient);
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if (ExternalChecks.ExternalChecksCanRunScript(taskItem.AssetID, part.UUID, remoteClient.AgentId))
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if (ExternalChecks.ExternalChecksCanRunScript(taskItem.AssetID, part.UUID, remoteClient.AgentId))
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{
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{
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part.StartScript(taskItem);
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part.StartScript(taskItem);
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@ -1160,12 +1180,12 @@ namespace OpenSim.Region.Environment.Scenes
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CommsManager.UserProfileCacheService.GetUserDetails(remoteClient.AgentId);
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CommsManager.UserProfileCacheService.GetUserDetails(remoteClient.AgentId);
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if (userInfo != null)
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if (userInfo != null)
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{
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{
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string searchFolder = "";
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// string searchFolder = "";
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if (DeRezPacket.AgentBlock.Destination == 6)
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// if (DeRezPacket.AgentBlock.Destination == 6)
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searchFolder = "Trash";
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// searchFolder = "Trash";
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else if (DeRezPacket.AgentBlock.Destination == 9)
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// else if (DeRezPacket.AgentBlock.Destination == 9)
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searchFolder = "Lost And Found";
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// searchFolder = "Lost And Found";
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// If we're deleting someone else's item, it goes back to their deleted items folder
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// If we're deleting someone else's item, it goes back to their deleted items folder
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// If we're returning someone's item, it goes back to the owner's Lost And Found folder.
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// If we're returning someone's item, it goes back to the owner's Lost And Found folder.
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@ -1196,8 +1216,7 @@ namespace OpenSim.Region.Environment.Scenes
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AssetBase asset = CreateAsset(
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AssetBase asset = CreateAsset(
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((SceneObjectGroup) selectedEnt).GetPartName(selectedEnt.LocalId),
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((SceneObjectGroup) selectedEnt).GetPartName(selectedEnt.LocalId),
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((SceneObjectGroup) selectedEnt).GetPartDescription(selectedEnt.LocalId),
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((SceneObjectGroup) selectedEnt).GetPartDescription(selectedEnt.LocalId),
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(sbyte) InventoryType.Object,
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(sbyte)AssetType.Object,
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(sbyte) AssetType.Object,
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Helpers.StringToField(sceneObjectXml));
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Helpers.StringToField(sceneObjectXml));
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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