diff options
author | Diva Canto | 2014-05-22 10:16:01 -0700 |
---|---|---|
committer | Diva Canto | 2014-05-22 10:16:01 -0700 |
commit | f7b2aa0f49f5eca0a58c20b903103d19742220e9 (patch) | |
tree | bbb85d7ec857b4f98ea66ca2ba33e4076f7f51c3 /OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs | |
parent | Don't trigger ItemUploaded when no item has been uploaded. (diff) | |
download | opensim-SC-f7b2aa0f49f5eca0a58c20b903103d19742220e9.zip opensim-SC-f7b2aa0f49f5eca0a58c20b903103d19742220e9.tar.gz opensim-SC-f7b2aa0f49f5eca0a58c20b903103d19742220e9.tar.bz2 opensim-SC-f7b2aa0f49f5eca0a58c20b903103d19742220e9.tar.xz |
Fixed a problem with detaching attachments in situations where the user's asset server is not the same as the simulator's asset server. Unfortunately this still continues to be wasteful -- new assets are created every time an attachment is detached, but the process of storing the new asset goes through the InventoryAccess module, which does all sorts of checks regarding the users' inventory.
Diffstat (limited to 'OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs')
-rw-r--r-- | OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs | 9 |
1 files changed, 2 insertions, 7 deletions
diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs index e9b2f4f..7333769 100644 --- a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs | |||
@@ -774,15 +774,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments | |||
774 | (sbyte)AssetType.Object, | 774 | (sbyte)AssetType.Object, |
775 | Utils.StringToBytes(sceneObjectXml), | 775 | Utils.StringToBytes(sceneObjectXml), |
776 | sp.UUID); | 776 | sp.UUID); |
777 | m_scene.AssetService.Store(asset); | ||
778 | 777 | ||
779 | item.AssetID = asset.FullID; | 778 | IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>(); |
780 | item.Description = asset.Description; | ||
781 | item.Name = asset.Name; | ||
782 | item.AssetType = asset.Type; | ||
783 | item.InvType = (int)InventoryType.Object; | ||
784 | 779 | ||
785 | m_scene.InventoryService.UpdateItem(item); | 780 | invAccess.UpdateInventoryItemAsset(sp.UUID, item, asset); |
786 | 781 | ||
787 | // If the name of the object has been changed whilst attached then we want to update the inventory | 782 | // If the name of the object has been changed whilst attached then we want to update the inventory |
788 | // item in the viewer. | 783 | // item in the viewer. |