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authorUbitUmarov2018-11-12 23:21:08 +0000
committerUbitUmarov2018-11-12 23:21:08 +0000
commit191b0888a26c02253dd5ef8b12ba7e95c8d85279 (patch)
tree5fc3ca1ac3b40062962b679dd1215c395064c5ff /OpenSim/Region/CoreModules
parentBuySell: a few changes on sell copy (diff)
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a few changes to deattach object update
Diffstat (limited to 'OpenSim/Region/CoreModules')
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs14
-rw-r--r--OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs5
2 files changed, 10 insertions, 9 deletions
diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
index 3b19ec8..d1a52cb 100644
--- a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
@@ -997,18 +997,24 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
997 (uint)PermissionMask.Export | 997 (uint)PermissionMask.Export |
998 (uint)PermissionMask.FoldedMask); // Preserve folded permissions ?? 998 (uint)PermissionMask.FoldedMask); // Preserve folded permissions ??
999 999
1000 string name = grp.RootPart.Name;
1001 string desc = grp.RootPart.Description;
1002
1000 AssetBase asset = m_scene.CreateAsset( 1003 AssetBase asset = m_scene.CreateAsset(
1001 grp.GetPartName(grp.LocalId), 1004 name, desc,
1002 grp.GetPartDescription(grp.LocalId),
1003 (sbyte)AssetType.Object, 1005 (sbyte)AssetType.Object,
1004 Utils.StringToBytes(sceneObjectXml), 1006 Utils.StringToBytes(sceneObjectXml),
1005 sp.UUID); 1007 sp.UUID);
1006 1008
1009 item.Name = name;
1010 item.Description = desc;
1011 item.AssetID = asset.FullID;
1012 item.AssetType = (int)AssetType.Object;
1013 item.InvType = (int)InventoryType.Object;
1014
1007 if (m_invAccessModule != null) 1015 if (m_invAccessModule != null)
1008 m_invAccessModule.UpdateInventoryItemAsset(sp.UUID, item, asset); 1016 m_invAccessModule.UpdateInventoryItemAsset(sp.UUID, item, asset);
1009 1017
1010 // If the name of the object has been changed whilst attached then we want to update the inventory
1011 // item in the viewer.
1012 if (sp.ControllingClient != null) 1018 if (sp.ControllingClient != null)
1013 sp.ControllingClient.SendInventoryItemCreateUpdate(item, 0); 1019 sp.ControllingClient.SendInventoryItemCreateUpdate(item, 0);
1014 } 1020 }
diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
index 788ed1c..8dfe5c1 100644
--- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
@@ -333,11 +333,6 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
333// "[INVENTORY ACCESS MODULE]: Updating item {0} {1} with new asset {2}", 333// "[INVENTORY ACCESS MODULE]: Updating item {0} {1} with new asset {2}",
334// item.Name, item.ID, asset.ID); 334// item.Name, item.ID, asset.ID);
335 335
336 item.AssetID = asset.FullID;
337 item.Description = asset.Description;
338 item.Name = asset.Name;
339 item.AssetType = asset.Type;
340 item.InvType = (int)InventoryType.Object;
341 336
342 m_Scene.AssetService.Store(asset); 337 m_Scene.AssetService.Store(asset);
343 m_Scene.InventoryService.UpdateItem(item); 338 m_Scene.InventoryService.UpdateItem(item);