Prevent items being destroyed by rename operations. Renaming of a wearable also
sends an asset transaciton but it is empty. So we can't ignore name data when a transaction is present and can't treat every transaction as valid. Conflicts: OpenSim/Region/Framework/Scenes/Scene.Inventory.cs0.7.5-pf-bulletsim
parent
5b60f632c9
commit
eab57cdd13
|
@ -321,6 +321,7 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
|
||||||
// to avoid a race condition when the appearance module retrieves the item to set the asset id in
|
// to avoid a race condition when the appearance module retrieves the item to set the asset id in
|
||||||
// the AvatarAppearance structure.
|
// the AvatarAppearance structure.
|
||||||
item.AssetID = m_asset.FullID;
|
item.AssetID = m_asset.FullID;
|
||||||
|
if (item.AssetID != UUID.Zero)
|
||||||
m_Scene.InventoryService.UpdateItem(item);
|
m_Scene.InventoryService.UpdateItem(item);
|
||||||
|
|
||||||
if (m_uploadState == UploadState.Complete)
|
if (m_uploadState == UploadState.Complete)
|
||||||
|
|
|
@ -407,8 +407,6 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
if (item.Owner != remoteClient.AgentId)
|
if (item.Owner != remoteClient.AgentId)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
if (UUID.Zero == transactionID)
|
|
||||||
{
|
|
||||||
item.Name = itemUpd.Name;
|
item.Name = itemUpd.Name;
|
||||||
item.Description = itemUpd.Description;
|
item.Description = itemUpd.Description;
|
||||||
|
|
||||||
|
@ -417,6 +415,8 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
// itemUpd.NextPermissions, itemUpd.GroupPermissions, itemUpd.EveryOnePermissions, item.Flags,
|
// itemUpd.NextPermissions, itemUpd.GroupPermissions, itemUpd.EveryOnePermissions, item.Flags,
|
||||||
// item.NextPermissions, item.GroupPermissions, item.EveryOnePermissions, item.CurrentPermissions);
|
// item.NextPermissions, item.GroupPermissions, item.EveryOnePermissions, item.CurrentPermissions);
|
||||||
|
|
||||||
|
if (itemUpd.NextPermissions != 0) // Use this to determine validity. Can never be 0 if valid
|
||||||
|
{
|
||||||
if (item.NextPermissions != (itemUpd.NextPermissions & item.BasePermissions))
|
if (item.NextPermissions != (itemUpd.NextPermissions & item.BasePermissions))
|
||||||
item.Flags |= (uint)InventoryItemFlags.ObjectOverwriteNextOwner;
|
item.Flags |= (uint)InventoryItemFlags.ObjectOverwriteNextOwner;
|
||||||
item.NextPermissions = itemUpd.NextPermissions & item.BasePermissions;
|
item.NextPermissions = itemUpd.NextPermissions & item.BasePermissions;
|
||||||
|
@ -451,7 +451,8 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
|
|
||||||
InventoryService.UpdateItem(item);
|
InventoryService.UpdateItem(item);
|
||||||
}
|
}
|
||||||
else
|
|
||||||
|
if (UUID.Zero != transactionID)
|
||||||
{
|
{
|
||||||
if (AgentTransactionsModule != null)
|
if (AgentTransactionsModule != null)
|
||||||
{
|
{
|
||||||
|
|
Loading…
Reference in New Issue